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Chapter One: Getting Started Welcome to the world of ! Where a fantastick and magickal adventure awaits those foolhardy and brave enough to seek it out! What awaits you as you venture into this marvelous world? Who will you be? Perhaps a hardy Bangaa warrior, who cuts down swaths of enemies with his giant sword? Mayhap you will be a Viera hunter, whose arrow flies true and far? Or possibly a Hume mage, with access to powerful and ancient Magicks that makes your foes quiver in fear. Where will you go? Will you scour the land's furthest marches, east and west, seeking the blade of legend? Will you venture to the highest peaks and lowest caverns, hunting the ultimate mark? Will your clan take part in a fierce war, protecting the land they know and love from the forces of evil? Ivalice is a world of infinite possibility and intrigue. Your hero can be anything and anyone, but the true question is, can your hero be legendary?

Playing the Game If you are familiar with Dungeons & ™ or any similar variant there-of, then getting into Ivalice Alliance Tabletop (IAT) should be a fairly straightforward and easy affair, as it borrows heavily from the rules and play style provided there. Likewise, if you are familiar with Final ™, then getting into IAT should also be an easy and straightforward affair. If you are familiar with both series, then this game is practically a dream-come-true. In order to play IAT, at least at the stage it is in now, it is a good idea to first be at least somewhat familiar with the D20 system of play, as in, you know what a D20 is and how it's used in a game like Dungeons & Dragons™. IAT is a currently free to play game that is best used on Maptool, a free to download RPG map design kit complete with miniatures, dice, and chat room for players to get together and have fun. And of course, this book, which contains the rules for play. Ivalice Alliance Tabletop is a tabletop fantasy game in which the players take on the roles of heroes (or anti-heroes) who form a group (or party, or clan) to set out on dangerous quests and adventures. Helping them tell this story is the Game Master (GM), who decides what threats the player characters (PCs) face and what sorts of rewards they earn for succeeding at their quest. Think of it as a cooperative storytelling game, where the players play the protagonists and the Game Master acts as the narrator, controlling the rest of the world. The PCs are the main characters in their own unfurling story of legendary exploits that only can provide. While playing IAT, the GM describes the events that occur in the game world around the PCs, who take turns describing what their characters do in response to those events. Unlike storytelling, however, the actions of the players and the characters controlled by the Game Master (frequently called non-player characters, or NPCs) are not always certain. Most actions require dice rolls to determine success, with some tasks being more difficult than others, this is, for the most part, used to avoid immature squabbles such as the age old “I hit you!” “No, you don’t!” debates. Each character is better at some things than he or she is at other things, granting him or her bonuses based on his or her skills and abilities. Whenever a roll is required, the roll is noted as “d#,” with the “#” representing the number of sides on the die. If you need to roll multiple dice of the same type, there will be a number before the “d.” For example, if you are required to roll 4d6, you should roll four six-sided dice and add the results together. Sometimes there will be a + or – after the notation, meaning that you add that number to, or subtract it from, the total results of the dice (not to each individual die rolled). For example, take that 4d6 from earlier and change it to 4d6+4. Roll the 4d6 as usual, but once you add the results together, you add 4 to those results. Say you rolled a total of 18 off of the 4d6 alone. 18+4 is 22, so the total roll is 22. Most die rolls in the game use a d20 with a number of modifiers based on the character’s skills,

1 his or her abilities, and the situation. Generally speaking, rolling high is better than rolling low. Percentile rolls are a special case, indicated as rolling d%. You can generate a random number in this range by rolling two differently colored ten-sided dice (2d10). Pick one color to represent the tens digit, then roll both dice. If the die chosen to be the tens digit rolls a “4” and the other d10 rolls a “2,” then you’ve generated a 42. A ten on the tens digit die indicates a result from 1 to 9, or 100 if both dice result in a ten. Some d10s are printed with “10,” “20,” “30,” and so on in order to make reading d% rolls easier. Unless otherwise noted, whenever you must round a number, always round down. As the characters adventure and progress in their own story, they gain Gil (the currency of Ivalice), Magickal Items, and Experience Points. Gil is commonly used to buy better equipment, alongside the necessities of living such as food and shelter. Magickal Items provide abilities and enhancements to the character that no mundane item can accomplish (swords are nice, flaming swords are better, however). Experience Points determine the character's level and tier, and are awarded for defeating enemies in combat, overcoming challenges, and progressing the story through role-playing. When your character gains enough experience points, his or her level is increased by one, thus making your character a little better at everything he or she does, allowing him or her to take on tougher challenges. A basic tier, first level character might be challenged by fending off a Baknamy (goblin) invasion. But only a legendary tier, 20th level character can hope to challenge the wrath of the Occuria (the Undying, ancient rulers of Ivalice). It is the GM's sole responsibility to present these challenges to the PCs. A delicate task of making their challenges actually challenging, but not so hard as to be hopeless and completely wipe the party out. All said; it is most important to have fun. IAT is a storytelling game in a highly fantastick world full of airships, sprawling cities, magickal crystals, and legendary beasts. It's an exciting and rewarding experience for all involved, GM and PC. The fantasy awaits!

Chapter Summary The sections below represent the chapters of the IAT rulebook as they appear in order. The following synopses are presented to give you a broad overview of the rules encompassed within this book. Getting Started: This chapter covers the basics of the IAT RPG, including information on how to reference the rest of the book, rules for generating player characters (PCs), and a definition of some basic terms found in IAT. Statistics: Statistics (or Stats) are the basic attributes that define a character's raw potential and abilities. Such as muscular power, agility, intellect, and strength of personality. This chapter gives rules on what each statistic is, and how to generate them for a character. Races: The world of Ivalice is a diverse and cultural land, featuring several unique races of people that differentiate from what we as humanity call the norm. Note that this is not race in terms of skin color, but race in terms of entire species. The playable races of Ivalice are the Bangaa, Gria, Humes, , Nu Mou, Seeq, and Viera. This chapter provides the rules and cultural views of each race and how being a member of that race affects PCs. When playing IAT, it is best to choose a race from this chapter. Jobs: While yes, Ivalice is a world where there are such things as traders, blacksmiths, potters, butchers, bakers, candlestick makers and so on, this chapter deals with none of those professions. In IAT, a character's job mainly determines what he or she does in combat, and affects his or her life outside of combat as well. Your Job determines your max HP and MP, Accuracy, Resiliency, Evasion, Skill Points, Weapon and Armor Proficiencies, Techniques, and Features. This chapter also contains the rules for advancing a character's level, the benefits that brings, and gaining powers from your job. When creating a character, you start at level one in a single job of your choosing from this book. Advanced Jobs & Multi-classing: Final Fantasy™ is known for having a diverse set of specializations for each character in the series. While each character starts off with a basic job, there exist advanced jobs that allow a character to become a master in a selective area. Do you like spears and taking on powerful dragons and drakes? Then the Dragoon Advanced Job might interest you. Are you interested in weaving together highly powerful spells that can clear out the cannon fodder from the battlefield? Then take a look at the Illusionist. A character must meet specific prerequisites before

2 deciding to take levels in an advanced job. These prerequisites vary depending upon the advanced job in question, some require that you have a certain Augment or a certain amount of Skill Ranks, while others require you to complete a quest or obtain a powerful magick item. If you plan on taking levels in an advanced job, you should familiarize yourself with the prerequisites to ensure that your character can eventually meet them. Skills: This chapter covers skills and how to use them during the game. Skills represent a wide variety of simple or complex tasks that a character can perform, from climbing a wall to sneaking past a guard. Each character receives a number of skill ranks, which can be used to make the character better at using some skills. As a character gains levels, he or she receives additional skill ranks, which can be used to improve existing skills possessed by the character or to become proficient in the use of new skills. A character’s job determines how many skill ranks a character can spend. Augments: To the experienced Dungeons & Dragons™ player, Augments here are taking the place of Feats, but serve essentially the same purpose. Each character possesses a number of augments, which allow the character to perform some special action or grant some other capability that would otherwise not be allowed. Each character begins play with at least one Augment, and new Augment choices are awarded as a character advances in level. This chapter lists all of the Augments available in IAT and how they affect your character and game play. Equipment: This chapter covers the basic gear and equipment that can be purchased, found, and used by a character, from armor and weapons to torches and backpacks all the way to artifacts and magicite. Here you will also find listed the cost for common services, such as staying in an inn or booking passage on an airship. Starting characters receive an amount of Gil based on their respective jobs, which they can spend on equipment at 1st level. Combat: The bread and butter of any Final Fantasy™ and Dungeons & Dragons™ game lies in the decisive and intense combat situations. This chapter covers how to deal with combat in IAT. During combat, each character acts in turn (determined by speed), with the order repeating itself until one side has perished or is otherwise defeated. In this chapter, you will find rules for taking a turn in combat, covering all of the various actions that you can perform during your turn. This chapter also includes rules for adjudicating special combat maneuvers (such as attempting to trip your enemy or trying to disarm it by removing its weapon) and character injury and death. Magick: There is a force in Ivalice known as the Mist, which causes fantastick and unnatural effects throughout the world. Character's who can control the Mist do so through Magick. This chapter details the rules for using Magick in and out of combat, and the spells available in IAT that any player of Final Fantasy™ worth his or her salt should recognize. It also details Rituals, what they are, and how they are used. Ivalice: This chapter details and expands upon the word of Ivalice, detailing the cultures, landmarks, nations, and various rules and fluff of the world. Players should peruse this chapter to aid in fleshing out their characters and determining where they hail from and the setting they are in, and GMs should read the chapter to help determine the particular setting of the campaign and design the world the players interact with. Glossary: The Glossary is an alphabetical listing of various terms used for IAT. Such as Status Effects, certain actions, and so on.

The Character Sheet The character sheet is the record on which you keep track of and create your character. Without this sheet, your character is simply an idea you have floating in your head, and he or she cannot be used in the game at all. With this sheet, your character is brought to life in the world of Ivalice, and with it, you can use it as a record to hold all of your characters combat abilities, possessions and skills, the fields of the character sheet, roughly in the order that they appear, are as follows. • Character Name: The name of your character • Player: The name of the person playing the character • Jobs and Level: The classes and levels the character has. • Homeland: Where the character hails from, this can be as broad as a continent or as exact as a name of a city.

3 • Race: The character’s race. • Size: The character’s size. Most PCs are either Medium or Small. • Gender: The character’s gender, male or female. • Age: The character’s age in years. • Height: The character’s height, usually presented in feet or meters. • Weight: The character’s weight, usually presented in pounds or kilograms. • Hair: The character’s hair color. • Eyes: The character’s eye color. • Skin: The character’s skin, scale, or fur color • Statistics: The character’s base Statistics, the modifiers of these Statistics that apply to almost everything the character does, and the field for temporary scores and modifiers if a character is under an effect that changes these Statistics. • Hit Points: The character’s maximum HP, as determined by job levels or hit dice. Including the field for the character’s current HP, if the character is injured. • Mist Points: The character’s maximum MP, as determined by job levels or hit dice. Including the field for the character’s current MP, if the character has used magick. • Speed: The character’s speed, which determines when he or she moves in combat. A character’s speed is equal to 10 + Agility modifier + Mind modifier + any miscellaneous modifiers such as augments, accessories, or effects that alter Speed. • Movement: The character’s movement, in feet and squares, in battle, which determine how far the character can move on their turn. • Evasion: The character’s Evasion, which determines how hard they are to hit. A character’s evasion is equal to 10 + Agility modifier + Shield modifier + Size Modifier + Deflection modifier + any miscellaneous modifiers such as augments, accessories, or effects that alter Evasion. • Defense: The character’s defenses. This includes Physical defense, Magickal and Perfect Defense. Defenses reduce damage taken by certain attacks depending on the nature of the attack and how good your defense is. Physical Defense reduces damage taken from slashing, piercing, blunt, and other such physical attacks, Magickal Defense reduces damage taken from spells and damage, and Perfect Defense reduces all damage taken, save occasionally for one specific type of attack that’s capable of overcoming it. • Resistances: The character’s elemental resistances, if any. Includes fields for the elements of Fire, Ice, Electricity, Water, Wind, Earth, Holy, and Dark. • Resilience: The character’s Resilience save, which determines how well a character can resist status effects. A character’s resilience is equal to their Vitality modifier + Spirit modifier + Job modifier + Magickal modifier + Accessory modifier + any miscellaneous modifier such as an augment or effect that alters Resilience. • Base Accuracy: The character’s Base Accuracy, which determines how likely they can overcome Evasion. A characters job or HD always determines this number. • Attacks: The attacks a character is capable of making. This includes fields for the name of the attack (usually the weapon with which the attack is made), the defense this attack must overcome, the accuracy or DC of the attack, the damage type the attack makes, the range of the attack, the ammunition or MP cost of the attack, and the damage or effect of the attack. • Skills: The characters skills and the bonuses the character has with each. From left to right, this is the box that is checked to determine whether or not this is a job skill for that character, the name of the skill, the total bonus the character has with that skill, the stat modifier that applies to the skill, the character’s stat modifier, the ranks the character has, the trained bonus the character has if it’s a job skill, and any other miscellaneous modifiers that apply to the skill, such as racial, augments, or accessories. • Languages: The languages the character knows. This includes common and the character’s racial language. A character can learn more languages through the usage of augments. • Equipped Items: The character’s equipped items, this includes fields for the character’s right and left hands, armor, and four accessories. Further rules on equipped items can be found in the Equipment chapter. • Gear: The character’s gear and items he or she has on his person, such as restoratives,

4 unequipped weapons and armor, loot, and other mundane items. • Gil: The current amount of Gil the character has on him or her. • Augments: A list of the character’s Augments. • Special Abilities: A list of the character’s special abilities and job features. • Experience Points: The character’s total experience points and the experience points needed until that character’s next level. • Spells: A list of spells that the character knows and can cast using MP.

5 How to Create a Character

From the stalwart warrior to the cunning rogue, Ivalice Alliance allows you to make any character you wish to play. When creating a character, start with a basic concept. Do you want a character who is strong and can go toe-to-toe with monsters in fierce melee combat? Or do you want a mystical spell caster, drawing power from the Mist to incinerate foes with arcane might? Nearly anything is possible to make within the bounds of Ivalice. Once you have a general concept down. Follow the steps below to bring the concept to life, recording the results on your IAT character sheet. Which can be found at the end of this book or online, printed out, and edited for your convenience. Step One – Determine Statistics, Race, and Job: Start by generating your character’s six statistics, choosing one of the seven races, and choosing one of the nine core jobs. Which can be found in the following three chapters. The easiest way to do this is to simply start by labeling your race and job, and generating statistics based off of that choice. Your six statistics are the most basic attributes of your character, and many of the things he or she will do are affected by the character’s statistics. Your choice of race will also affect these statistics and give your character a selection of racial traits to take into consideration. Your character’s job determines your, well, job in combat, such as a soldier or mage. Statistics should be tailored to suit your character’s job. Mages won’t be casting very many spells without a high Magick score, and soldiers will hardly be effective on the front lines without a good Vitality and Strength to back up their combat prowess. New characters typically start off at level one in their chosen job. As your character defeats monsters and goes on adventures, the character gains experience (EXP) and goes up in level, granting him or her new powers and abilities. Step Two – Choose Skills and Select Augments: Determine your character’s starting skill ranks, based on the character’s job, Mind score, and other possible bonuses, such as the one received for Humes. Then spend the ranks on skills. A character cannot have more ranks than 5 per tier in any one skill (meaning a maximum of 5 ranks in a skill until level six, or advanced tier, then it jumps up to 10 maximum ranks, then 15 ranks in heroic tier and 20 in legendary). Skills are described in further detail in chapter six. After this, determine how many augments your character receives. Most characters start with one augment. However, depending on the character’s job, race, and level, you may start with more. The level progression chart in chapter 4 shows when characters receive augments. You character’s job level chart may also list whether or not you gain bonus augments. Step Three – Buy Equipment: Each new character starts the game with an amount of Gil based on your class. This Gil is then typically spent on purchasing a wide range of equipment and gear for your character, such as weapons, armor, restoratives, and mundane goods. This gear will help your character survive in the world of Ivalice. Equipment is available in chapter 8 of this book. Step Four – Finishing Details: Fill in the blanks. By completing the previous 3 steps, you should now have the means to finish your character sheet and get started with the game. Be sure to have your character’s total Hit Points, Evasion, Defenses, Resilience, Speed, and Accuracy down. As well as techniques and the attacks your character can make, typically with a weapon, aforementioned techniques, or with magick. All of these factors are determined by the decisions made in the previous steps. Next to those, if you haven’t already, you should also determine your character’s name, physical appearance, homeland, height, weight, and other general fluff to make the character unique. Racial traits are available in chapter 3 to help determine these details. And information regarding Ivalice can be found in chapter 10. When all is said and done, you should consult with your GM to help determine the finishing details and validity of your sheet, as the GM is the final arbiter of whether or not your character is suitable for play in the campaign.

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7 Chapter Two: Statistics Each character has six statistics that represent his or her character’s most basic attributes. They are his or her raw talent and prowess. While a character rarely rolls a check using just a statistic, these scores, and the modifiers they create, affect nearly every aspect of a character’s skills and abilities. Each statistic generally ranges from 3 to 18, although racial bonuses and penalties can alter this; an average, unmodified stat has a score of 10.

Strength (STR)

Strength is, clearly, a measure of physical prowess and power. It determines how hard you can hit, how much you can carry, and how muscular you are. It's important for anyone who wants to be good at swinging around a melee weapon and dealing damage through brute strength. Characters with high STR show it through their muscles, whether they are massive or compact. A character with a Strength score of 6 or 8 is weak and probably skinny. A Strength score of 10 or 12 equates to a man with good, healthy muscles, whereas a Strength score of 18 or above equals a person who could wrestle Behemoths and break down iron doors. Strength affects:

• Melee Attack damage and overcoming Physical Defense. • Athletics Skill Checks. • Strength Checks made to break or push things, such as doors. • Carrying Capacity.

Vitality (VIT)

Vitality is a measure of your physical endurance, healthiness and hardiness. It determines how much damage you can take, how resilient you are to poisons and disease, and how much health you have. It's important for pretty much everyone, as the more HP you have, the better off you are and the more likely you are to survive attacks. Characters with high VIT show it through their size and vigor; larger folks tend to have more VIT. A Vitality score of 6 or 8 denotes a frail and possibly sickly individual. A Vitality score of 10 or 12 represents a healthy, average humanoid, and a Vitality score of 18 or higher equates to a man that’s tougher than cast iron and remarkably hard to kill. Vitality affects:

• Hit points gained at each level • Resilience • Endurance Skill Checks.

Agility (AGI)

Agility is a measure of a character's quickness and dexterity. It determines how hard you are to hit, the accuracy of attacks with ranged weaponry, and how easily you can dodge traps and some spells. It's important for ranged attackers and lightly armored characters that have no plate mail to hide behind. Characters with high AGI show it through their litheness and flexibility. A character with an Agility of 6 or 8 represents a clumsy or slow individual. An Agility score of 10 or 12 denotes an average, even-footed person, whereas an Agility score of 18 or higher means that this person is extremely graceful and lithe. Agility affects:

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• Ranged Attacks • Accuracy • Evasion, provided your armor allows for it. • Acrobatics, Ride, Stealth and Thievery Skill checks.

Magick (MGC)

Magick is the measure of a character's understanding of, well, magick, and mental activeness. It determines how book smart you are, how much MP you have, and how powerful spells cast by you are. It's important for anyone who can cast a spell and anyone who wants to know a lot of things about the magickal places and objects of Ivalice. Characters with high MGC show it through powerful spell casting and factual knowledge. A Magick of 6 or 8 denotes a magickally inept and ignorant character. A Magick of 10 or 12 represents a square minded character who could probably learn one spell if he worked on it. A Magick of 18 or higher represents a fantastick spell-caster who knows all of the deepest secrets of Ivalice. Magick affects:

• Most Spells. • Max MP. • History, Magicks, and Nature checks

Magick, Magicks, and magick

The word “magick” gets thrown around a lot in Ivalice, so much so that it even takes to form of one of your characters primary statistics! This is for no small reason, either. Much of every aspect of life in Ivalice relies on the power of the Mist and the ability to channel it into various things. So how do you figure out what this book is talking about whenever the word “magick” comes up? To make things easier, the ability score is generally used as its abbreviated form, MGC, or referred to as “your/his/her/its Magick score.” Magicks, with an “s”, usually refers to the usage of the many spells of Ivalice, being Black, White, Arcane, Green, etc. Magicks, or the related skill and usage of a Magicks skills check. And magick, used with a lowercase “m”, refers to the quality of being infused with or using the Mist, such as a magick weapon or armor or effect. In general, when the word comes up at all, this ability score comes in to play in one way or another, and it involves the power of the Mist.

Mind (MND)

Mind is a measure of common sense, awareness, intuition and intelligence. It determines how smart you are in general, how acute your senses are, and how powerful your, well, mind is. It's important for anyone who wants a lot of skill points and anyone who to know a lot of helpful things. Characters with high MND show it through acute senses, their many skills, and their common sense and reasoning. A person with a Mind score of 6 or 8 is weak-willed and lacks common sense. A Mind score of 10 or 12 represents a person who can generally be relied on to make good choices. A Mind score of 18 or higher represents a person who is remarkably intelligent and sees the world with great clarity. Mind affects:

• Skill Points gained per level • Craft, Dungeoneering, Heal, Insight, Perception, Pilot, and Profession Skill Checks.

Spirit (SPR)

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Spirit is a measure of a character’s force of personality, strength of character, mood, and resistance to Magick. It determines how well you can influence others, lead them in the (hopefully) right direction and most healing and buffing Magicks. It's important for anyone with access to healing Magicks and buffing spells. Characters with high SPR show it through their magnetic personality and resistance to spells. A person with a Spirit score of 6 or 8 is humble, mean, homely or reserved. A Spirit score of 10 or 12 represents an average, friendly individual. A person with a Spirit of 18 or higher is a born leader or celebrity with a very potent soul. Spirit affects:

• Healing and Buffing Magicks. • Bartering and Wordplay Skill Checks. • Resilience

Assigning Statistics

When generating Stats, the most common system, usable without even rolling dice, is the Point Buy. Start with a 10 in each score, you have 20 points to spend (the GM may alter the amount of points available to spend and should make this known during the character creation process, but otherwise you should assume that you have 20 points to spend). As you spend points, the cost for raising these scores increases. If you want more points, you may opt to lower a score or two to gain points. Scores can be raised to no higher than 18, and no lower than 8 using this system, modifiers due to race do not apply until after these numbers are figured. Scores, and the cost for each score, are as follows:

• 8 (-2) • 9 (-1) • 10 (0) • 11 (1) • 12 (2) • 13 (3) • 14 (5) • 15 (7) • 16 (10) • 17 (13) • 18 (16)

10 Modifiers

Each statistic has a certain number called a Modifier that comes with it. This modifier is a separate number next to the final statistic that, aptly, modifies almost every roll you make in IAT. This number is not added to the Statistic in question, but is dependant on it. The higher the statistic is, the higher the modifier. The lower the Statistic is, the lower the modifier. Statistics and their modifiers are as follows.

• 0-1: -5 • 2-3: -4 • 4-5: -3 • 6-7: -2 • 8-9: -1 • 10-11: 0 • 12-13: +1 • 14-15: +2 • 16-17: +3 • 18-19: +4 • 20-21: +5 • 22-23: +6 • 24-25: +7 • 26-27: +8 • 28-29: +9 • 30-21: +10 • And so on.

Essentially, a score of 10 or 11 is a basic score and unmodified. At every even interval, the modifier for that Statistic goes up (or down) by one, and, by extension, the modifier for every ability, skill, attacks, etc. related to that statistic also increases (or decreases) by one.

11 Chapter Three: Races There are seven civilized races most commonly seen in the cities and country sides of Ivalice: The lizard-like Bangaa, winged Gria, adaptable Humes, crafty Moogles, intelligent Nu Mou, rotund Seeq, and mysterious Viera; each of them are presented below and are the playable races of IAT. Each of them has different abilities and restrictions, but all make fascinatingly diverse and fun to play characters.

Languages

Every race presented here begins play knowing how to speak, read, and write Common, the language every race uses to communicate with one another. Along with this, each race, with the exception of Humes, has a language unique to itself with a name based off of the name of the race, (Bangaa speak Bangaan, Moogles speak , Viera speak Viera, etc.). Humes across Ivalice are prone to using different, but easy to understand, Dialects. A few of these Dialects have specific words all their own (such as ones encountered in Bhujerba), but usually do not stray too far from Common.

Bangaa

Bangaa are amongst the most prominent race in Ivalice, second only to Humes. Having a great physical presence, they make for good laborers, mercenaries, and workers. If one were to put aside aesthetic differences, Bangaa have mannerisms and intellect similar to Humes, and as such, are among the best integrated of the races with Humes.

Physical Description

If they were to stand at their full height, most Bangaa are marginally taller than Humes, however, since most tend to stand with a slight hunch, they usually stand at just above eye level with most Humes. Bangaa bones are tough and durable, with strong, supportive limbs. They stand digitigrade (heels do not touch the ground) on four, long clawed toes. Their hands consist of two, thick fingers and a thumb. Short, non-prehensile tails poke out from their posterior. They have distinctive, large folded ears with two flaps per ear. Their faces are long with pointed snouts filled with small sharp teeth and dark, brown, slitted eyes. Unlike true reptiles, Bangaa are capable of sporting facial hair. The color of their scales depends on the type of Bangaa, who are divided into for sub-branches: Bangaa Ruga with yellow to brown scales and shorter ears and snouts, the more athletic Bangaa Faas with bronze to green scales, the Bangaa Bista with red copper-colored scales, who are among the more commonly seen Bangaa, and the Bangaa Sanga with iron or ash-colored scales. These sub- branches can mix and mingle for a wealth of possible colors. There are both males and females amongst the Bangaa, but it is nearly impossible to tell them apart until they start talking. Speaking of, thanks to their rough vocal chords, Bangaa talk with an accent that sounds similar to that of real world Scottish accents.

Society and Relations

Bangaa are arguably the best-integrated race with Humes, with the two species living seamlessly with each other. That said, Bangaa rarely rise to positions of power and usually prefer jobs as bodyguards, city watch, criminals and so on. It is said that a Bangaa's personality is affected by the four sub-branches to which it belongs, Ruga are among the most gentle and level headed, Faas tend to keep to the law and maintain order, And the Bista and Sanga are more laid-back and sociable, leading them to being the best integrators with Humes. However, due to interbreeding among the

12 branches, many personality traits can be intermingled. One thing that is unarguably common amongst all Bangaa is that they despise being called Lizards. The easiest way to get into a fight with one is to call it by that slur, not that it's a good idea.

Adventurers

Bangaa Adventurers lean toward physical jobs such as Soldiers or Monks, as their natural strength and toughness lends a great amount of support to these choices. Bangaa are rarely spell casters, as their snouts and vocal chords make it difficult to pronounce even the simplest of Magicks. However, some rise above this status and weave powerful magickal formulas specific to their language.

Vital Statistics

Age • Adulthood: 16 Years • Middle Age: 80 Years • Old: 115 Years • Venerable: 150 Years • Maximum Age: +4D20 Years

Height/Weight • Male: Height - 5'10" - 6'4". Weight - 158 lbs. - 254 lbs. • Female: Height 5'9" - 6'2". Weight - 140 lbs. - 238 lbs.

Racial Traits • +2 Strength, +2 Vitality, -2 Magick, Bangaa are tough and strong, but are not magickally inclined. • Size: Medium • Movement: 30 ft. (or 6 squares) • Scales: Bangaa receive a +1 Natural Armor Bonus to Physical Defense • Non-Sight Reliant: Bangaa are known to have poor eyesight, yet they compensate for this with an excellent sense of hearing and smell. Some Bangaa even completely forgo using their eyes, covering them up with blindfolds or large hats and helms, and function perfectly in day-to- day life without eyesight. Thus, Bangaa are immune to the Blind condition, and have Blindsight out to 30 feet. If a Bangaa is deafened, he/she becomes heavily disoriented and is treated as Blind in addition to the effects of being Deafened and loses his/her Blindsight ability. Bangaa take a -4 racial penalty to Perception checks that require sight, but a +4 to Perception checks that require listening or other non-visual senses. • Scent: Bangaa have particularly strong noses, and thus have the Scent special quality. • Venom Tolerant: Bangaa are naturally resistant to toxins and receive a +4 racial bonus on resilience saves against Poison and Venom.

Gria

The Gria are a race of small humanoids distinguished by draconic Features and native to the region of Jylland. Despite their size and outward appearance, Gria are driven by a love for battle and many have fierce competitive spirits.

Physical Description

Gria resemble miniature Humes with draconic Features. An average Gria usually stands about a foot

13 and a half shorter than Humes. They have pointed ears, slender, upward pointed horns, short, thin tails, and draconic, scaly wings. Their draconic Features are usually brown in color, but are sometimes green or red. They typically have red hair and yellow, slitted eyes. Although their limbs look to be slender, Gria possess powerful inner strength and athleticism. Male Gria have longer tails and larger horns and wings than their female counterparts.

Society and Relations

Gria have a somewhat matriarchal society in that females tend to be more active and outgoing than male members. While male Gria certainly exist, they prefer more peaceful and less dangerous jobs, this doesn't mean that Males don't go out and explore, of course, but a large majority of Gria seen questing are female. Most Gria are fine in the company of other races, their competitive and friendly spirit making them difficult to dislike, but their villages tend to host only members of their race.

Adventurers

Gria do not trust Magicks, seeing it as a coward’s way out of a good fight, which is ironic considering that many of them are terrified of it themselves. Some Gria break this trend and most Magicks users become Geomancers, fighting with some of the most powerful Magicks known in Ivalice. Aside from this, many Gria are Soldiers and Hunters, capable of wielding weapons as large, if not larger than they are.

Vital Statistics

Age • Adulthood: 18 Years • Middle Age: 40 Years • Old: 60 Years • Venerable: 80 Years • Maximum Age: + 3D10 Years

Height/Weight • Male: Height - 3'9" - 4'4". Weight - 70 lbs. - 100 lbs. • Female: Height - 3'7" - 4'2". Weight - 65 lbs. - 90 lbs.

Racial Traits • +2 Agility, +2 Strength, -2 Magick. Gria are fast and strong, despite their size, but don't trust Magicks and forgo its practices. • Size: Small, as Small creatures, Gria gain a +1 size bonus to their Evasion, a +1 size bonus to Accuracy, and a +4 size bonus on Stealth checks. Due to the Heavy-Handed ability, they can use weapons with the Large and Versatile quality without issue. • Movement: 30 ft. (6 Squares) • Superstitious: Gria do not trust Magicks at all and are particularly vulnerable to its effects. Gria suffer a -2 racial penalty against all saves made versus magickal effects, spells, traps, etc. Also, if an attack does magickal damage, it deals an additional +2 damage to the Gria. This penalty does not apply to Magick Weapons, and effects caused by Magick Weapons (such as a flaming sword). • Heavy-Handed: Gria can use Large weapons and wield Versatile Weapons in one hand, despite their size. • Wing Jump: Gria receive a +10 racial bonus to Athletics checks, but only when made to jump.

14 • Flight: Gria can use their powerful wings to fly, but only for limited amounts of time. During encounters, a Gria can fly at his/her current land movement (Average maneuverability) for a number of rounds equal to his/her current character level + his/her VIT modifier (minimum 1). A Gria can fly for double this time, but once the regular threshold for flight time has been crossed, he/she becomes Fatigued. If a Gria attempts to fly for more than double their allotted time, he/she becomes Exhausted and falls. However, Gria can also glide at their land speed for every 5 feet of descent, so by utilizing a combination of flight and gliding, a Gria can cover quite some distance in the air. Gria cannot take falling damage unless they are under a condition that disallows the use of their wings, such as Exhaustion, Paralysis, Petrification, Unconsciousness, or being bound by rope.

Humes

Humes, or Humans, are the most prominent, numerous, and politically prevalent race of Ivalice. Despite having the shortest lifespan of all the civilized races in Ivalice, next to the Aegyl, Humes have managed to create and topple empires, spread their influence across the land, create laws that nearly every race happily follows, challenge gods, and harness incredible power.

Physical Description

Humes are a diverse species who run the gamut between light and dark skin, hair of almost any color, and varying, but mostly consistent heights and weights. Most stand at least above five feet at maturity, and weigh at least 100 pounds. They are the standard to which almost all other races are compared in terms of biology, physiology and culture.

Society and Relations

Humes are the most commonly seen race in Ivalice, as such; their culture varies from city to city. They set up most laws throughout the land, and wield the most influence, they are the easiest to get along with, in most cases, and aren't afraid to intercede in other race's business if it will come out peacefully.

Adventurers

Humes are a potent and capable race, easily able to excel in many jobs and professions if they put their minds to it. A lot of Humans join Clans and adventure for many reasons, be it fame, wealth, glory, a good cause, something to do, puts food on the table, etc. Regardless, Hume adventurers are a determined and focused lot, with more potential than they often realize.

Vital Statistics

Age • Adulthood: 15 Years • Middle Age: 35 Years • Old: 53 Years • Venerable: 70 Years • Maximum Age: + 2d20 Years

Height/Weight • Male: Height - 5'4" - 6'4". Weight - 130 lbs. - 200 lbs.

15 • Female: Height - 4'10" - 6'2". Weight - 95 lbs. -170 lbs.

Racial Traits

• +2 to one statistic of choice. Humes are diverse and varied, and can excel in many different fields. • Size: Medium • Movement: 30 ft. (6 Squares) • Skilled: Humes receive one extra skill rank at each level. • Talented: Humes receive one bonus Augment at first level. • Practiced: Humes start play knowing 1 extra Technique at first level.

Moogles

Easily the smallest civilized species in Ivalice, Moogles are an inventive and crafty race, said to have built the first airships. Many Moogles run and maintain several different and unique services and organizations throughout Ivalice.

Physical Description

Moogles, not including their ears or pom-poms, stand at just above 2 feet, but most never reach more than 3 feet. Including their ears and pom-poms, they reach, at most, 3-4 feet in height. They have short, but strong legs that can propel them in short, skipping leaps, and longer arms with small, dexterous fingers. They are covered in a soft, downy fur that ranges anywhere from white to gray to brown in color. Some Moogles have "hair" in the conventional Hume sense that ranges between Hume colors. Moogle eyes are wide, glossy orbs with brown irises. Their ears are large, fluffy and pointed, similar to a jackrabbit’s, with a small tuft of fur marking their tails. They have small bat-like wings, which are mostly vestigial and can rarely carry them aloft. Their most recognizable feature is their pom-poms, a large ball of fur connected by a long, thin, wiry, but tough antenna. Most pom- poms are red or pink, but many Moogles have pom-poms of many differing colors. A Moogle's pom- pom is his/her pride, and they are very sensitive about it being touched and played with, unless with close friends. A Moogle who loses his pom-pom is disgraced and shamed amongst others of his race, gaining sympathy from some, and scorn from all others. Thankfully, pom-poms re-grow within a week or so, but marginally smaller than they used to be every time.

Society and Relations

Many Moogles are service people. They don't consider themselves as servants or slaves to others, but provide services such as delivering mail, providing in-city transportation services, tending to stables, running clans, maintaining airships, and so on. They are a friendly, if not curious people that get along fine with most other races. Some Moogles address themselves with the pronoun "mog" but the most recognizable aspect of their culture is that they tend to end, and sometimes begin their sentences with a sound that most people readily translate as "kupo".

Adventurers

Moogles are often stereotyped as machinists and inventors, but there are several who take up the path of adventure. A Moogle's small stature does not lend well to physical melee jobs, but specialized skill jobs and spell casting jobs are a Moogle adventurer's best bet. Many are good Gunners, Thieves and Black Mages. Curiously, Moogle White Mages are rare.

16 Vital Statistics

Age • Adulthood: 20 Years • Middle Age: 60 Years • Old: 120 Years • Venerable: 180 Years • Maximum Age: +3d20 Years

Random Height/Weight • Male: Height - 2'4" - 2'8". Weight - 35 lbs. - 45 lbs. • Female: Height - 2'3" - 2'7". Weight - 30 lbs. - 40 lbs.

Racial Traits

• +2 Agility, +2 Mind, -2 Strength. Moogles are nimble in body and mind. But their small bodies make them weaker than most other races. • Size: Small, as Small creatures, Moogles gain a +1 size bonus to their Evasion, a +1 size bonus to their Accuracy, and a +4 size bonus on Stealth checks. They cannot use weapons with the Large special quality and must use weapons with the Versatile special quality in both hands, and cannot add half of their STR modifier to weapons with this quality. • Movement: 25 ft. (5 Squares) • Low-Light Vision • Keen Senses: Moogles receive a +2 Racial bonus on Perception checks. • Crafty: Moogles are naturally nimble fingered and inventive, and receive a +2 racial bonus on Craft and Thievery checks. • Aquaphobia: Moogles are afraid of deep water and will not willingly enter water that is deeper than 2 feet. If a Moogle is submerged in water it immediately fails any Athletics Check to swim and takes a -2 penalty to Evasion, attack rolls, damage rolls, resilience, skill checks, and stat checks until it has been out of the water for one round. • Wings: A Moogle's wings are typically too small to allow flight, but they are large enough to allow a modicum of aerial movement and control. Moogles can use their wings to perform "flutter jumps" and gain a +6 racial bonus to Athletics checks, but only when made to jump. When falling, a Moogle can vigorously flap his/her wings to slow his/her descent. Moogles cannot take falling damage unless under a condition that disallows the use of their wings, such as Exhaustion, Paralysis, Petrification, Unconsciousness, or being bound by rope.

Nu Mou

The Nu Mou are a dog-like race of legend and storytelling. Many are good-hearted, even-tempered, and highly intelligent. The world of Ivalice respects good Nu Mou, and highly fears evil ones. They are a sparse, but respected race.

Physical Description

The tallest Nu Mou reaches, at most, four feet in height. They stand squat and hunched, with long, heavy, fur topped tails. They have large, floppy, looped ears, from which many hang decorative earrings and other piercings. Nu Mou have short, blunt snouts with small mouths and large, dark eyes. They have three stubby fingers and a thumb and wide, flat, fur covered feet adorned with three thick nails. Most are covered with thick, coarse fur of varying earthy tones, mostly shades of grays,

17 oranges, and blues, occasionally white. Their skin is usually gray.

Society and Relations

Nu Mou are capable of living up to three times as long as Humes, but seldom procreate. They are a sparse race, originating from Mount Bur-Omisace and scattered across Ivalice to tell tales and practice Magicks. When a Nu Mou has a story to tell, people listen. When a Nu Mou has a spell to cast, people run. Nu Mou are near legendary for their great natural skill with Magicks, even those who do not pursue a Magicks wielding class usually have access to some spell or another. Nu Mou are not the kind of people to act hastily or intercede in conversation, they are reserved and quiet in many situations.

Adventurers

Not many Nu Mou actively seek out adventure, those who do usually do it for knowledge, stories, or a chance to meet beasts or expand their spell repertoire. Nu Mou are ill suited for physical battle since their bodies are small and frail. They make up for this with spell power, as such; most are Black or White Mages and readily take up most of the spell casting Advanced Jobs, such as Time Mage or Summoner. Some take up levels in Hunter to help them communicate with beasts.

Vital Statistics

Age • Adulthood: 30 Years • Middle Age: 90 Years • Old: 160 Years • Venerable: 220 Years • Maximum Age: +1d% Years

Height/Weight • Male: Height - 3'4" - 3'10”. Weight - 75 lbs. - 95 lbs. • Female: Height - 3'3" - 3'9". Weight - 70 lbs. - 90 lbs.

Racial Traits

• +2 Magick, +2 Mind, -2 Vitality, -2 Strength. Nu Mou are mentally powerful, but their bodies are weak and frail. • Size: Small, as Small creatures, Nu Mou gain a +1 size bonus to their Evasion, a +1 size bonus to their Accuracy, and a +4 size bonus on Stealth checks. They cannot use weapons with the Large special quality and must use weapons with the Versatile special quality in both hands, and cannot add half of their STR modifier to weapons with this quality. • Movement: 25 ft. (5 squares) • Low-Light Vision. • Well-Read: Nu Mou receive a +2 racial bonus on Magicks and History checks. • Superior Spell Casting: Nu Mou are powerful spell casters and have an effective +1 Spellcasting level when determining spells known and spell power. In addition, Nu Mou begin play with an additional 10 extra MP. • Beastmasters: Nu Mou have a natural affinity for handling wild beasts, and receive a +4 to Nature checks made to influence beasts and are considered to have the Monster Empathy ability (See hunter Job).

18 • Aquaphobia: Nu Mou are afraid of deep water and will not willingly enter water that is deeper than 2 feet. If a Nu Mou is submerged in water it immediately fails any Athletics Check to swim and takes a -2 penalty to Evasion, Accuracy, damage rolls, resilience, skill checks, and ability checks until it has been out of the water for one round.

Seeq

The Seeq are a pig-like race that comes in a variety of colors and sizes. They make a living in Hume societies and make decent go-betweens and peddlers. Many are mistrusted on account of their appearance, mannerisms, and size. But if they are treated correctly, they make loyal friends.

Physical Description

One thing most races agree upon is that Seeq are huge. The shortest ones barely touch six feet. They have large, tan bellies; with the rest of their bodies colored in various shades, commonly blue, but some are red, green, yellow, or brown. They have squat faces and snouts with large nostrils, large, pupiless eyes of varying colors, and large tusks. One of their distinguishing features is their large single horn that protrudes from the top of their heads, sometimes it is a spire, and other times it resembles a knob. They stand on short, thin, but strong legs featuring three cloven toes. Their powerful arms feature two long talon-adorned fingers and a thumb. Physically, it is impossible to distinguish between males and females. But females tend to wear tops, while most males usually only cover their bottoms with ragged skirts or shorts in day to day life, only donning armor for adventuring.

Society and Relations

Seeq are natural gossip-mongers and peddlers. Most live among Hume societies operating bazaar stalls, shops, and taverns. They are treated as lower-class citizens, on the account that most are not very bright and speak crudely and have no table manners and spread rumors and are greedy and etc. That being said, if you befriend one, you have a greedy acquaintance who'll try to eke whatever he can out of you while giving up only little himself. If you truly befriend one, you have a good, loyal friend for life who'll go to great lengths for you and treat you like their most valued treasure. Speaking of treasure, Seeq greed is legendary. Many adorn themselves with shiny baubles and jewelry whenever they can. A Seeq who wears more gold than actual clothes is deeply respected in their society.

Adventurers

Many Seeq, unsurprisingly, adventure for the chance at obtaining treasure. If a lot of Gil is at stake, Seeq will do nearly anything to get it. Their toughness and agility leads them to be good Soldiers and Thieves. While many don't have enough self-control for it, they also make good Monks. Most don't have the patience for Magicks.

Vital Statistics

Age • Adulthood: 18 Years • Middle Age: 45 Years • Old: 60 Years

19 • Venerable: 90 Years • Maximum Age: + 2d20 Years

Height/Weight • Male: Height - 5'8" - 6'8". Weight - 160 lbs. + 280 lbs. • Female: Height - 5'7" - 6'7". Weight - 150 lbs. - 270 lbs.

Racial Traits

• +2 Agility, +2 Vitality, -2 Mind, -2 Magick. Seeq are surprisingly agile and understandably hardy, but not terribly bright and often let their greed get the best of them. • Size: Medium • Movement: 30 ft. (6 Squares) • Keen Senses: Seeq receive a +2 Racial bonus on Perception checks. • Great Fortitude: Seeq receive Great Fortitude as a bonus Augment. • Greed: Seeq receive a +2 racial bonus on Bartering checks. In addition, with a mere glance, most Seeq can immediately determine the precise Gil count and value of any large horde of Gil and/or Treasure. • Word on the Street: Seeq receive a +2 racial bonus on Streetwise checks.

Viera

The Viera are people of the Wood. Lithe Magicks users and hunters, they are mysterious, reserved, and alien and exotic to many others. They are skilled combatants who have a special link to the Mist and live incredibly long lives.

Physical Description

The Viera are a tall race, but thin, standing at least six feet tall, and that's if you exclude their large, rabbit-like ears. There are both genders among Viera, but they live separately and only communicate when the need arises. Viera skin color depends on the type of Viera, of which there are two. Veena Viera, who are lighter skinned and more deeply rooted in the wood, and Rava Viera, who are more curious and outgoing are more likely to be seen among Hume establishments, and are darker skinned. All Viera sport silver hair, with little variation in color, those who venture into Hume society tend to dye their locks, however. Pure white hair is considered a blessing among Viera society. Viera have long, thin limbs and fingers, their foot structure is peculiar, in that they have only three toes, and can never bring their heels to the ground. Thus, many females wear (and function fine in) stiletto heels. Males have lower heels, and support them with more conventional heeled shoes.

Society and Relations

Viera are exotic and distant, very few are seen wandering Ivalice, as many are deeply rooted in their culture and reside in the Wood. Some still live amongst Humes since the destruction of their homeland centuries ago, and their descendants have never known the Wood, but some still occasionally hear its call. Viera who willingly leave the Wood are considered exiles and never allowed to really fully return.

Adventurers

Viera who wander from their homeland are usually Hunters or Mages. Since they are capable

20 combatants, they are fine with and competent in many of the jobs. Few are Gunners, since many don't trust technology, those that do, however, are dangerous with their firearms.

Vital Statistics

Age • Adulthood: 45 Years • Middle Age: 110 Years • Old: 185 years • Venerable: 250 Years • Maximum Age: + 1d% years

Height/Weight • Male: Height - 5'8" - 6'6". Weight - 130 lbs. - 200 lbs. • Female: Height - 5'6" - 6'4". Weight - 120 lbs. - 190 lbs.

Racial Traits

• +2 Agility, +2 Magick, -2 Spirit. Viera are fast and in tune with the Mist, but sensitive to its effects and are rather reclusive. • Size: Medium • Movement: 35 ft. (7 squares) • Low-light Vision. • Keen Senses: Viera receive a +2 racial bonus on Perception checks. This bonus increases to +8 when using Perception to listen or if listening is involved in the perception check (such as trying to hear a sneak up on you). • One With the Wood: Viera receive a +2 racial bonus to Nature and Endurance checks. In addition to this, Viera always know the quickest way to the nearest Viera village in any forest. • Weapon Familiarity: Viera are almost always trained at a young age to handle an assortment of weapons. Regardless of Job, Viera are always proficient with Light Blades and Bows. • Mist Sensitive: Viera are sensitive to magickal auras and can feel the presence or absence of said auras, but cannot pinpoint or see them unless the aura is visible to others as well. When a Viera is within 30 feet (6 squares) of a magickal aura, she senses it, but nothing happens until the Viera enters the aura. Since the world of Ivalice is practically covered in Mist constantly, all Viera are sensing at least one magickal aura at all times, for the purposes of this feature, however, only auras with a caster level higher than the Viera's HD and from mages, items, and creatures that emanate these aura's are taken into consideration. If the aura is too str ong for the Viera to tolerate (it must have a caster level at least 5 levels higher than the Viera's HD), she must make a Resilience save (DC = 10 + the caster level of the aura − ½ the Viera’s character level) or enter a Mist Frenzy. This save must be made for every minute that the Viera stays within the magickal aura and is not already in Mist Frenzy. If this aura is overwhelming to the Viera (Caster level of at least 10 levels higher than the Viera's HD), she must make a Resilience save each round that the Viera is within the aura (DC is the same as the Resilience save, above) or collapse, unable to cope with the power. Treat the Viera as Unconscious until she is removed from the aura's area, after which she can function normally. The use of a Phoenix Down will not bring the Viera to consciousness, but will restore her HP if she is at 0 or less as a normal Phoenix Down would. • Mist Frenzy: While in this state, the Viera enters a condition similar to the Berserk status, with the following exceptions. Mist Frenzy lasts for as long as the Viera is in range of the aura that activated the Frenzy and for 3 rounds after she leaves. If her Mist Fenzy lasted longer than a number of rounds equal to her character level + her Vitality modifier, she becomes fatigued

21 (−2 penalty to Strength, −2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter or one minute after the frenzy ends, whichever is shorter. In addition, a Mist Frenzy is far more potent than a regular Berserk session, and the bonuses and penalties accrued from being Berserk are doubled (+8 Strength, -4 Evasion).

22 Chapter Four: Jobs Stuff to Know

In Ivalice Alliance, your character's job essentially defines what he or she does not only in the world of Ivalice, but also, most importantly, in combat. Each job is very different from the next or last, and any Final Fantasy player worth his or her salt should be able to recognize most of them by name alone.

In IAT, regardless of your Job, your character always has Health Points (HP), and Mist Points (MP).

HP determines how much damage you can take before falling unconscious, and is lowered by suffering injury of any sort in and out of combat. Resting, most healing Magicks and some items are capable of restoring HP.

MP is important for anyone with access to Magicks. It represents how many spells you can channel through the Mist in a day. MP is spent whenever using any Magicks, Quickenings, and some techniques. Characters start each day with maximum MP, and it is depleted as that character casts spells, Quickenings, and uses some techniques. MP can be restored through the use of Ethers or Elixirs, some techniques or class Features, or taking a Short or Extended Rest. Short Rests only restore MP equal to a character's caster level + his or her MGC modifier, while Extended Rests completely and fully restore a character's MP.

Techniques

Techniques are skills and abilities usually used in combat that do things no regular Magicks or skill check can accomplish. Each Class has a set of its own unique Techniques that separate each class from the next. Techniques can range from enhancing a spell, making a powerful attack, staunching wounds, stealing items in the midst of combat, and enhancing attacks with the power of the elements.

Most Techniques can be used as freely as you like during an encounter, while some have an MP cost. Techniques with an MP cost cannot be used if you do not have the MP required for it.

Note that while many techniques state to make a Standard Melee or Ranged attacks, Techniques will never count as a Standard or Melee attack for the purposes of immediate actions concerning them, they can be considered “attacks”, but not “basic attacks.” (For instance, Counter will function against another offensive Technique, but Reflex will not.)

Character Advancement

As your character completes encounters and spends more time in the world of Ivalice, you eventually start to become stronger and better at all that you do as you gain experience. Experience Points measure this advancement. Your GM should give you Experiences points (EXP) at the end of every encounter or session and for completing various quests or goals. Once your EXP has reached certain thresholds, you become stronger by leveling up. At each level, you decide which job to advance in, usually the one you currently have. But Multi-classing is possible and even common in Ivalice (see next chapter). When you level up, you gain HP, MP, and Skill Points according to your Job.

23 Character Advancement and Level-Dependant Bonuses

Character Level Experience Point Total Augments Statistic Increase 1st - 1st - 2nd 1,000 - 1st 3rd 3,000 2nd - 4th 6,000 - 2nd 5th 10,000 3rd - 6th 15,000 - 3rd 7th 21,000 4th - 8th 28,000 - 4th 9th 36,000 5th - 10th 45,000 - 5th 11th 55,000 6th - 12th 66,000 - 6th 13th 78,000 7th - 14th 91,000 - 7th 15th 105,000 8th - 16th 120,000 - 8th 17th 136,000 9th - 18th 153,000 - 9th 19th 171,000 10th - 20th 190,000 - 10th

The Jobs of Ivalice Alliance are as follows.

24 Black Mage

Powerful spell casters that use offensive Magicks, black mages use dangerous and destructive spells to incinerate their enemies. Black mages are the scholars and spell-weavers of Ivalice, and have many reasons for pursuing their powers. Maybe it's to study and learn about arcane lore, maybe it's just to wield awesome power, maybe they just like the way they can light candles and torches with just a thought. In any case, black mages in Ivalice are usually feared, respected, and are almost always under the careful eye of the city guard just to make sure they don't blow up a building.

Role

Black mages are damage dealers, if not that, then they use debilitating buffs on their enemies. Statistics important to this class are Magick and Spirit; Magick because it directly affects how powerful and effective their spells are, along with how many Mist Points they get, and Spirit because it aids in resisting most spells and effects, which black mages frequently find themselves the targets of. Important secondary abilities are Agility and Vitality. Black mages don't wear armor, as it interferes with spell casting and they have a poor natural Evasion progression. So a good Agility helps them maintain at least a decent Evasion. Vitality helps compensate for their low HP gain.

Statistics • Starting HP: 6 + Vitality Score • HP Gain per level: 3 + Vitality Modifier • Starting MP: 10 + Magick Score • MP Gain per level: 5 + Magick Modifier • Starting Gil: 600 Gil • Job Skills (2+MND Modifier skill ranks per level): Crafting, Dungeoneering, History, Insight, Magicks, Nature, Profession, Streetwise.

Job Features

Weapon and Armor Proficiency: Black mages are proficient with simple weapons, mystic weapons, and mystic armor.

The Black Mage

Tier Level Accuracy Resilience Evasion Special Techniques Spells Basic 1 +0 +2 +0 Black Lore, Trinity, Prestidigitation 1 3 2 +0 +3 +0 - 1 4 3 +1 +3 +1 - 1 4 4 +1 +4 +1 Bonus Spell Augment 2 5 5 +1 +4 +1 - 2 5 Advanced 6 +2 +5 +2 Recharge 3 7 7 +2 +5 +2 - 3 8 8 +2 +6 +2 Bonus Spell Augment 3 9 9 +3 +6 +3 - 4 10 10 +3 +7 +3 - 4 11 Heroic 11 +3 +7 +3 Serenity 5 13 12 +4 +8 +4 Bonus Spell Augment 5 14 13 +4 +8 +4 - 5 15 14 +4 +9 +4 - 6 16 15 +5 +9 +5 - 6 17 Legendary 16 +5 +10 +5 Bonus Spell Augment, Mist Flow 7 19 17 +5 +10 +5 - 7 20 18 +6 +11 +6 - 7 21 19 +6 +11 +6 - 8 22 20 +6 +12 +6 Bonus Spell Augment, Channeling 8 24

25

Spells: Black mages begin play knowing 3 spells, which can be chosen from the Black and Arcane Magicks spell list. Once you have chosen your spells, they cannot be changed. As you gain black mage levels, you learn new spells. Black mages can only choose spells within or below their Tier, (It's impossible for a Basic Tier black mage to choose a Heroic spell, for instance, but it is acceptable for a Heroic Tier black mage to choose a Basic Tier spell.)

In order for you to cast a spell, you must have a Magick Score of at least 12. For every Tier beyond Basic, you must have a Magick Score 2 higher than 12 (14 for Advanced, 16 for Heroic, and 18 for Legendary).

Black Lore: Spells cast by black mages are powerful. When you cast a spell from the Black or Arcane Magicks spell list that deals damage, add your black mage level to the damage dealt up to a maximum of the Spell's tier level (+5 for Basic, +10 for Advanced, and so on). In addition, black mages are reputed masters of Magicks, and add their class level as a bonus to their Magicks skill check.

Trinity: Black mages begin play knowing one of the following three spells for free: Fire, Thunder, or Blizzard. This spell does not count toward their allotted known spells.

Prestidigitation: Mages of any sort are practiced in using Magicks to aid in many differing endeavors. Using Magick in mundane, everyday occurrences is known as Prestidigitation, a catchall term for different uses of Magicks. Uses of Prestidigitation include but are not limited to: summoning forth a bright light (6 Square radius) on an object, such as the tip of a staff, or a hat, or a rock, lighting and snuffing torches and small campfires, cleaning food, water, surfaces, etc., lifting up to 5 pounds of material 4 squares away from you and bringing to your hands, opening or closing an unlocked container or door, creating light and special effects, and other various cosmetic or creative effects. Really the only limits Prestidigitation has is that it cannot be used to deal or heal damage, interrupt spell casting, emulate a spell or spell effect or even be used for combat purposes at all. It cannot be used to accomplish high-end magickal effects or stimulate a response from or alter magickal items. Prestidigitation is simply tricks and effects used to make life easier for the humble and lazy mage.

Bonus Spell Augment: At 4th level, and every 4 levels thereafter, you gain a bonus Augment selected from the Spell Augment list. You must meet the requirement for the Augment.

Recharge: At 6th level, you can regain some MP if you need it, but not without risk. As an Action, you can regain MP equal to twice your black mage level by rolling a D20. On an 11 or higher this ability is successful, on a 10 or lower, the ability backfires and your MP is reduced by a number equal to the amount you would have gained. You can use this ability a number of times per day equal to 3 + your Magick Modifier.

Serenity: At 11th level, your spells become truly powerful if you can focus on them. As long as you are at full health, any spells cast by you that deal damage deal an additional 20% (X1.2) more damage, rounded down.

Mist Flow: At 16th level, your body becomes a conduit for the Mist, and Magick easily flows through you. During an encounter, your MP regenerates at a slow rate. At the beginning of your turn, you regenerate MP equal to your MGC modifier. And your MP is completely restored after a short rest, as opposed to an extended one.

Channeling: At 20th level, you become so adept at casting spells that MP becomes less of a limit. The MP costs of all spells cast by you are halved.

26 Techniques

Basic Tier

Libra - Use: Action - You call upon months of reading and study to identify the vital health, defenses, elemental weakness, and strengths of your foes. You can immediately discern all enemies within your line of sight's maximum and current HP and MP value, Evasion, Defenses, which elements (if any) it is weak against, and which elements (if any) it is strong against. Some enemies cannot be targeted with this ability.

Seal - Use: Move - You weave together a rune before casting a spell through it, amplifying its power. After using this technique, the next spell you cast is more potent than usual. If your next spell deals damage, increase the damage by +4. If your next spell causes a negative status effect, the save DC for that status is increased by 2 (DC 14 becomes DC 16). If your next spell does damage and causes a negative status effect, then apply both modifiers mentioned above to the spell. This effect only applies to one spell you cast, and it must be the first spell you cast after using this Technique. You can only have one Seal at a time.

Counterspell - Use: Reaction - You fight Fire with Fire. This technique can only be used if you are targeted with a spell that you know. The spell being cast at you is resolved as usual, but as a Reaction, you may opt to cast the spell back at the caster, so long as you have the MP required for it. You may only make one Counterspell per round.

Achilles - Use: Action - MP Cost: 8 - You hinder a foe's resistance to an Element. Choose one foe within 10 squares of you that you can see, that foe must make a Resilience Save (DC 10 + 3 Per Character Tier + Your MGC Modifier) or have a resistance to one element of your choice (Fire, Ice, Lightning, Water, Earth, Wind, Light or Dark) go down by one level (Absorb > Null > Half > Norm > Weak) for the rest of this encounter. If you use this Technique again on the same enemy, you can choose another Element against which you can make it weaker, but the previous Element chosen reverts to its previous resistance (Save DC as above, if successful this time, the Element switch is unsuccessful, but the effect is not lifted).

Advanced Tier

Spellbound - Use: Action - MP Cost: 5 - You place an arcane rune on yourself or an ally who is enjoying a positive boost, making the status last longer. This Technique can be used only when a single positive status effect is placed upon you or an ally within 5 squares of you. The status in question lasts 50% longer than usual. This Technique only applies once to a single status, but can be used for another status that is not already Spellbound. For a status with the descriptor "for the rest of encounter" and a Spellbound effect is placed on it, the status carries over to the next encounter if the character receiving the benefit of the status does not take an extended rest. The status is removed at the end of the next encounter.

Hexed - Use: Action - MP Cost: 5 - You place a dark curse on an afflicted enemy, prolonging its suffering. This Technique can be used only when a single negative status ailment is placed upon a unit within 5 squares of you. The status in question lasts 50% longer than usual. This Technique only applies once to a single status, but can be used for another status that is not already Hexed. For a status with the descriptor "for the rest of encounter" and a Hexed effect is placed on it, it carries over to the next encounter if the target (assuming it survives) does not take an extended rest. The status ends at the end of the next encounter.

Swift Casting - Use: Move - You hastily weave together Magicks as the situation calls for it. This Technique can be used whenever you use a Magicks with a casting time of an Action. Increase the MP cost of this spell by 50% and cast the spell as a part of this technique; you cannot use an Action to

27 cast a spell in the same round you use Swift Casting.

Shades of Black - Use: Action - You may be out of MP, but that doesn't mean you still don't have a trick up your sleeve. Roll a 1D6 and consult the table below, you may immediately cast the spell rolled at no MP cost. 1. Fire 2. Blizzard 3. Thunder 4. Water 5. Aero 6. Quake

Heroic Tier

Manafont - Use: Passive - You channel the Mist in a moment of perfection to cast a single spell when it counts. This Technique can only be used once per encounter. Use this Technique when you cast a spell. That spell has a MP cost of 0. However, using this technique effectively severs your tie to the Mist temporarily, and you are considered Silenced for 1D4 rounds (but can still speak). In addition, you cannot gain MP through the use of MP restoring abilities or items until the Silence effect wears off. You must wait out the duration of the Silence effect. Spells or items that cure Silence fail to work.

Geomancy - Use: Action - MP Cost: 18 - You severely hinder your foe's resistance to the elements. Choose one foe within 10 squares of you. That foe must make a Resilience Save (DC = 10 + MGC Modifier + 3 Per Character Tier) or have all of its elemental resistances reduced by one level (Absorb > Null > Half > Norm > Weak).

Absorb MP - Use: Reaction - You turn your pain into fuel for your next spell. Use this Technique as you take damage from a spell. You regain MP equal to half of the damage taken; you cannot go above your maximum MP limit when regaining MP using this method.

Legendary Tier

Master Counterspell - Use: Reaction - You fight Fire with Blizzaga. This Technique functions as Counterspell, but instead of casting the exact same spell, you may choose any spell you know to counter with. You can use this Technique as often as you like in a round as long as you have the MP required.

Turbocast - Use: Action - You use twice as much Mist to cast this one, but your enemy would have probably never thought you could make a Fire spell hit that hard. Use this Technique as you cast a spell that deals damage. First, double the MP cost for this spell, if this would make it so you wouldn't have enough MP to cast this spell, then this Technique cannot be used. Double the dice rolled and modifiers for this spell (2D8+4 becomes 4D8+8).

Degrees of Black - Use: Action - Even when you're low on MP, you can still put together quite a light show. Roll a 1D6 and consult the table below, you may immediately cast the spell rolled at no MP cost.

• 1 - Firaga • 2 - Blizzaga • 3 - Thundaga • 4 - Waterga • 5 - Aeroga • 6 - Quaga

28 Gunner

Technological experts that wield powerful firearms and are capable pilots, gunners can be anywhere between respected machinists, dashing rogues, clan leaders, spies, agents, smooth-talkers, airship pilots or despised sky pirates who are out only to plunder from the wealthy and make daring escapes in unique airships. Gunners are the only Job in IAT who can wield firearms from the start, and are powerful damage dealers with unique attacks and a diverse skill set.

Role

Gunners are supportive damage dealers, using powerful guns (of course!) to deal a massive amount of damage every couple of turns. When not firing their guns, they also use other tools or smooth words and luck to aid the party in battle. Agility is an important statistic for gunners, as using firearms requires good aim and quick fingers. Mind is also important, as it affects their skills and techniques. Spirit is a good third option for gunners who want good scores in Wordplay and who choose certain techniques and features.

Statistics • Starting HP: 8 + Vitality Score • HP Gain per level: 4 + Vitality Modifier • Starting MP: 6 + Magick Score • MP Gain per level: 3 + Magick Modifier • Starting Gil: 800 Gil • Job Skills (6+MND modifier skill ranks per level.): Acrobatics, Bartering, Crafting, Dungeoneering, Engineering, Perception, Pilot, Profession, Stealth, Streetwise, Thievery, Wordplay.

Job Features

Weapon and Armor Proficiency: Gunners are proficient with simple weapons, light blades, firearms, and light armor.

The Gunner

Tier Level Accuracy Resilience Evasion Special Techniques Basic 1 +3 +1 +0 Aim +1D6, Quick Draw 1 2 +3 +2 +0 - 2 3 +4 +2 +1 - 2 4 +4 +2 +1 Aim +2D6 3 5 +5 +3 +1 Caution 3 Advanced 6 +6 +3 +2 Ace 4 7 +6 +4 +2 Aim +3D6 4 8 +7 +4 +2 Improved Caution 5 9 +8 +4 +3 - 5 10 +8 +5 +3 Aim +4D6 6 Heroic 11 +9 +5 +3 Ace, Longshot 7 12 +9 +6 +4 - 7 13 +10 +6 +4 Aim +5D6 8 14 +10 +6 +4 Burst Shot 8 15 +11 +7 +5 - 9 Legendary 16 +12 +7 +5 Ace, Aim +6D6, Deadeye 10 17 +12 +8 +5 - 10 18 +13 +8 +6 - 11 19 +14 +8 +6 Aim + 7D6 11 20 +15 +9 +6 True Shot 12

Aim: Gunners can aim carefully at their opponent and gain a chance to deal a particularly devastating Aimed Shot. In order for you to take Aim, you must spend an Action focusing on a single opponent

29 that the you declare as your target, you cannot move after declaring a target for an Aimed Shot. On the start of your next turn, you may make an Aimed Shot as an Action. Aimed Shots have a bonus to their Accuracy equal to ½ of the gunner's level (minimum +1) and deal an additional 1D6 points of damage, this bonus increases by another D6 every three levels after 1st (2D6 at 4th, 3D6 at 7th, 4D6 at 10th, and so on). This bonus damage overcomes any Resistances or Defense the mark may have to the damage dealt. Critical Hits can apply to this bonus damage. Aimed Shot damage can apply to techniques. If you do not use an Aimed Shot after preparing for one, then you must prepare another Aimed Shot.

Gunners cannot use Aim under circumstances where footing is unstable. Neither can you use Aim while mounted; unless your mount does not move at all during the time it takes to make an Aimed Shot. Aimed Shots are ineffective against creatures that have concealment.

If you take damage while preparing an Aimed Shot, you must make a Perception Check (DC 10 + Damage Taken) or lose the shot, and must prepare another one.

Quick Draw: Gunners get Quick Draw as a bonus Augment at 1st level. If you already have this Augment or gain it later, you gain an extra benefit (Quick Draw +). You can now also sheath your weapon as a passive action.

Caution: Starting at 5th level, the gunner can react to danger before your senses would normally allow you to do so. You retain your Agility bonus to Evasion (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Agility bonus to Evasion if immobilized.

If you already have Caution from a different job, you automatically gain Improved Caution instead (see below), and the levels from the job that grants Caution stack to determine the minimum level required to flank you.

Ace: At 6th level, and every 5 levels thereafter, you become particularly skilled and competent in some field. Choose one option from the list provided below that you meet the requirements for, you gain the benefits described in that option. Once you have made a decision, it cannot be changed. • Ace Pilot: Requirement - Pilot 4 ranks - You become the captain of you very own small custom airship. See the Equipment chapter for information on owning airships (This has benefits and drawbacks, Airships are high maintenance vehicles, after all). Consult your GM about acquiring this Airship and how you want it to look. In most cases, the airship should be a reward of a quest, for instance: defeating a group of sky pirates and "commandeering" their ship, inheriting it or acquiring it off of an old sky pirate or merchant, outright stealing it, salvaging it from a junkyard or repairing a crashed and abandoned one are all good examples of obtaining one without having the gunner spend a bone-breaking amount of Gil. It's a good idea to inform the GM ahead of time before acquiring this Ace. Regardless of how the ship is obtained, the gunner becomes an adept airship Pilot, and adds his/her Agility Modifier in addition to his/her Mind Modifier (or vice-versa, depending on the situation) when making skill checks for flying airships. • Bullet Ace: Requirement - Weapon Focus: Firearms - Your skill with a gun is unmatched. You may make an Aimed Shot as an Action provided you take no other actions on your turn (this includes Reactions, but not Passive actions, such as reloading). You may still choose to use 2 Actions in order to use an Aimed Shot. You still must have steady footing in order to make this Aimed Shot. • Silver Tongued Ace: Requirement - Wordplay 4 ranks - With a few choice words, you can either evoke startling courage and strength amongst your allies or belittle your enemies with curses a sailor would find distasteful. At the start of each combat encounter, choose one out these two benefits: • You can provoke courage and enhance morale in your allies with boasts and bets, granting all allies (and yourself) a bonus to their Resilience equal to your Spirit Modifier.

30 • Or you can curse and spit at your enemies, distracting and annoying them, prompting all enemies who can hear you to make a resilience save (DC 10 + 3 Per Gunner Tier + Your Spirit Modifier) or suffer a penalty to Accuracy and Evasion equal to your Spirit Modifier. Regardless of what this Ace is used for, this is a Mind-affecting Ability, and your targets must be able to understand your language and have a Mind of at least 3. In addition to this Ace, you also gain a +4 competence bonus to Wordplay and Barter checks. • Ace of Hearts: Requirement - Spirit 14 - You're a lady killer, or, for the female gunners, men nosebleed at the mere sight of you. You gain access to the following abilities. • Escort: As a Reaction, you may protect a party member (of the opposite gender) within 2 squares of you from any attack that targets her/him by taking her/his place. You immediately move to that ally's square, and the ally is shifted to a square adjacent to where you are now standing, or, if she/he is a target of an area attack, the nearest square available that is not targeted by the area attack. The Ally must be hit by this attack, and you take the damage in her/his place, regardless of whether or not your Evasion or Resilience would make a difference. You can use this ability even if you are included as a target by this attack. You can use this ability a number of times per day equal to 3 + Your Spirit Modifier. • Enchant: With a polite gesture and some choice words, members of the opposite sex become enraptured and fascinated by your presence, even forgetting that there's supposedly a battle raging on. This ability affects all humanoid creatures of the opposite gender that can see and hear you. Each affected creature receives a Resilience Save (DC 10 + 3 Per Gunner Tier + Your Spirit Modifier) to negate this affect. Creatures who succeed on their save cannot be affected by your Enchant ability again for 24 hours. Creatures who fail this save stop what they are doing and listen and pay attention intently to your words and charm (granting Combat Advantage), as long as you maintain it. Initiating and maintaining Enchant is an action. The effect ends when you spend an action to do anything other than maintain Enchant or when you take damage. The effect also ends when a target under your Enchant effect takes damage or is otherwise alerted to danger (such as violent shaking or a swift slap across the cheek, regardless, this is an Action to perform). You can use Enchant for a number of rounds per day equal to 4 + Your Spirit Modifier. It is a Mind-affecting ability. In addition to the abilities listed above, you also gain a +6 competence bonus on Wordplay checks made to affect members of the opposite gender. • Ace of Spades: Requirement - Must have made the most winnings in a gambling game - People who play gambling games with you usually regret it. Whenever you use the dice to determine the results of a gambling game, roll twice and use the better result. Aside from that, you also obtain a "Lucky" dice that you can use once per day to grant the party either a significant advantage or disadvantage. Using this ability is a Standard Action, roll a 1D6 and consult the table below. 1. Inflicts Poison on all allies that can see you. No Save. 2. Casts Haste on all enemies that can see you. 3. Casts Protect and Shell on all enemies that can see you. 4. Casts Protect and Shell on all allies that can see you. 5. Casts Haste on all allies that can see you. 6. Inflicts Poison on all enemies that can see you. No save. • Ace of Diamonds: Requirement - None - You have a knack for finding valuable Treasure and bartering. You gain a +6 competence bonus on Barter checks. In addition, you can discern one creature's treasure, items, and Gil so long as the creature is within sight of you. If you discover a treasure horde that the GM must roll randomly for in order to determine how much treasure is found, you may also, once per day, force the GM to roll the dice twice and use the higher or more favorable result. While this may determine how many items the group finds, it does not affect what type of items they are (for instance, the GM may have to roll twice to determine the quantity of magickal items in a hoard, but the GM does not roll twice to determine the effect the magick item has or what kind of magick item it is). • Ace of Clubs: Requirement - Spirit 12, Must be a member or leader of a Clan - You are adept at running and/or providing for your clan. You and select members of your party do not have to pay a Cost of Living price if they are members of your clan, they always have a place to sleep, eat, and live at the clan hall. In addition, when receiving Gil rewards after completing a quest or hunt for your clan, increase the amount of Gil received by 20%.

Improved Caution: A gunner of 8th level or higher can no longer grant Combat Advantage. This defense denies any job or creature the chance to use Sneak Attack on you by using Combat Advantage, unless the attacker has at least four more levels than you do.

Longshot: At 11th level, a gunner gains Longshot as a bonus Augment, even if you don't meet the

31 requirements for it. If you already have Longshot or gain it later, you gain an extra benefit (Longshot +). You can now fire a weapon at its maximum range increment without penalty.

Burst Shot: At 14th level, you fire potent and piercing shots that refuse to bounce off of tough hide or armor. Your attacks ignore the first 5 points of Physical or Perfect Defense whenever you attack an enemy with a firearm.

Deadeye: At 16th level, your Aimed Shots become truly devastating. Add your Mind Modifier to each die of bonus damage performed with an Aimed Shot. For instance, a gunner with an MND Modifier of +2 with a +6D6 Aimed Shot bonus now deals +6D6 + 12 points of damage with an Aimed Shot. Critical Hits can still apply to this damage.

True Shot: At 20th level, you never miss. When making an Aimed Shot, you add your whole gunner level instead of the usual ½ to the accuracy of the shot. You also add your MND modifier to the accuracy of all ranged attacks made. In addition, a natural 1 on the dice roll is never considered an automatic miss for you.

Techniques

Basic Tier

Concentrate - Use: Action - You focus intently on your target, it may be nimble, but it can't dodge a bullet. You must be wielding a firearm. Choose one target within range of your weapon; if that target is still in range at the start of your next turn, your next attack against it ignores its Agility bonus to Evasion. You can stack this technique with other attacks (Such as an Aimed Shot or Cheap Shot) so long as the target remains within range and you do not attack another creature.

Potshot - Use: Action - You sacrifice range for power. You must be wielding a firearm. The maximum range for this attack is 1/5th of your weapon's first range increment. Add +4 to your Accuracy and damage roll. This technique stacks with the bonuses granted by the Point-Blank Shot Augment.

Barrel Bash - Use: Standard - An enemy gets too close for comfort, so what do you do? Smack him across the face with your gun, of course! You must be wielding a firearm. Roll for a standard melee attack with an improvised weapon (your gun), this attack does not take the penalties for attacking with an improvised weapon. In addition to dealing damage on a successful hit, the enemy is stunned for 1 round. A Critical Hit will also leave them disabled for 1D4 rounds. If this attack is used with a hand cannon, it also deals 1D4 points of lethal damage. This technique is ineffective against creatures that are immune to being stunned. Aimed Shot cannot be used with this technique.

Distracting Shot - Use: Reaction - You might have missed, but the noise from your shot distracts your enemy long enough that the next attack against it won't! Use this technique when you miss an attack with a firearm. The missed target takes a -2 penalty to Evasion until it is attacked again or until the start of your next turn, whichever comes first.

Missed Hit - Use: Reaction - You didn't hit the foe you were aiming for, but his friend wasn't so lucky. Use this technique when you miss an attack with a firearm, if there is an enemy adjacent to your target, that enemy takes damage equal to your AGI Modifier. Aimed Shot cannot apply to this technique. This technique ignores Physical Defense.

Eleshot - Use: Action - A flaming shot or shocking bullets, it's all good. You must be wielding a firearm. Choose an element (Fire, Lightning, Ice, Water, Wind or Earth), this attack replaces regular damage with damage of the chosen element (thus attacking Magickal Defense), but otherwise functions like a normal attack.

Advanced Tier

32

Scattershot - Use: Action - Your bullet splits apart mid-flight, hitting multiple enemies at once. You must be wielding a firearm to use this technique. This attack is a 6 square cone-shaped burst. Make a single attack against every creature in the cone. However, the damage dealt is lowered by one dice category (D12>D10>D8>D6>D4>D3>). If this technique is used with Aimed Shot, only the target of your Aimed Shot receives the bonus damage.

Cheap Shot - Use: Action - Armor? What Armor? You must be wielding a Firearm. Make a Ranged Attack against a foe in range of your weapon and deal regular damage on a successful hit. This technique ignores Physical Defense.

Item Shot - Use: Action - You hastily stuff a Restorative Item into your cannon and fire it at an ally who desperately needs it. You must be wielding a hand cannon to use this technique. You take one Restorative Item (and only a Restorative Item), such as a Potion or Ether, from your inventory and fire it from your cannon at an ally. The maximum range for this technique is within the first range increment of your cannon. Your ally can voluntarily be hit by this technique as long as he/she knows that you're aiming a helpful item at him or her, instead of a deadly projectile. Otherwise, you must make an attack roll as usual. If the "attack" hits, instead of taking damage, your ally immediately receives the benefits of the item used.

Blowback - Use: Action - Normal protocol states that you shouldn't fire a hand cannon while it's loaded with this much powder, but it'll hurt them more than it'll hurt you. You must be wielding a hand cannon. Take 1D8 points of damage. Make a regular attack against an enemy, if this attack hits, add double the amount of damage you took to the damage dealt and the enemy is knocked prone.

Salvage – Use: Passive – Waste not. This technique can be used whenever you successfully disarm a trap. You gain one piece of loot for successfully doing so; the loot acquired is at the GM’s discretion.

Blur - Use: Reaction - You dodge a bullet. In order to use this technique, you must be attacked with a basic attack by a projectile from a firearm. The attack automatically misses.

Heroic Tier

Disarming Shot - Use: Action - You shoot your enemy's sword right out of his hand. You must be wielding a firearm to use this technique. Make a disarm attempt against a foe in range of your weapon using the standard disarming rules.

Mind Blow - Use: Action - Your shot drains your foe not only of its health, but also its Mist. You must be wielding a firearm. Make a standard attack against an opponent in range of your weapon. On a successful hit, all HP damage dealt is also taken from MP. If damage to this enemy is already taken from MP due to a special ability (such as MP Shield), this attack still does HP damage. This technique may target either Physical or Magickal Defense at the Gunner’s choice.

Piercing Shot - Use: Action - Your shot goes straight through the first enemy, and goes directly into the next one, and the next one, and the next one... You must be wielding a firearm. This attack is a line with a maximum range that is equal to your weapon's first range increment. Make a basic attack and deal regular damage to all targets in the line. If you use this technique with Aimed Shot, only the target of your Aimed Shot receives the extra damage

Confusion Shot - Use: Action - One well-placed shot has your enemy stumbling around like an idiot. You must be wielding a firearm. Make a regular attack against one enemy and deal regular damage on a hit. In addition, the enemy must make a Resilience Save (DC 10 + 3 Per Character Tier + Your MND Modifier) or become Confused for 1D4 +1 rounds.

Lucky Shot - Use: Action - With a flourish of your gun and without even looking, you fire a shot that

33 could either wind up a disaster or decapitate your enemy, whatever chance decides. You must be wielding a firearm. Choose a target and roll a D%, and consult the table below. Aimed Shot cannot apply to this technique. • 01-05 - Malfunction: Your Firearm gets jammed and a standard action is required to remove the faulty ammunition out of the chamber. • 06-50 - Inaccurate Chance: Miss your target completely. • 51-75 - Extra Shot: Deal regular weapon damage to target. • 76-94 - Lethal Shot: Deal critical weapon damage to target. • 95-99 - Vorpal Shot: The target takes critical damage and must make a Resilience Save with a DC equal to the half of the damage dealt or die. Targets immune to Instant Death do not need to make this save. • 100 - Devastating Shot: Instant Death, no saving throw. Targets immune to Instant Death instead take critical maximum weapon damage.

Legendary Tier

Stop Shot - Use: Action - One well-placed bullet stops your enemy right in its tracks. You must be wielding a firearm. Make a regular attack against your enemy and deal regular damage on a hit. In addition, the enemy must make a Resilience Save (DC 10 + 3 Per Character Tier + Your MND modifier) or be Stopped for 1D4 +1 rounds.

Charm Shot - Use: Action - You make an enemy your friend, even though you just shot him in the gut. You must be wielding a firearm. Make a standard attack against an enemy within range of your weapon. Deal regular damage on a hit, in addition, the enemy must make a Resilience Save (DC 10 + 3 Per Character Tier + Your SPR Modifier) or become Charmed for 1D4+1 rounds.

Trigger Happy - Use: Action - You unload on a single target with a rapid barrage of gunfire. You must be wielding a firearm. Roll a 1D4+2 and then make that number of standard ranged attacks against your target. If you used Aimed Shot with this technique, the bonus damage only applies to the first shot. Critical hits do not knock the target one square away until the technique ends.

Snipe - Use: Action - MP Cost: 24 - Your enemy may be on the other side of the city, but you still nail that headshot. You must be wielding a firearm. Deal an instant Critical Hit to a single enemy you can see and deal maximum damage. Range is not a factor. You may add Aimed Shot damage to this technique. If the enemy is immune to Critical Hits, then this attack just deals normal damage. This technique ignores Physical Defense.

34 Hunter

Skilled stalkers of beasts and monsters that can survive indefinitely in the wilderness, hunters are scouts, rangers, and mercenaries who typically care only about their next mark. They can be fearsome assassins, absolutely deadly with their bows and knives, or kindly woodsmen, eagerly helping lost travelers make it out of the forest alive.

Role

Hunters are offensive damage dealers and monster hunters, effective against their preferred enemies and helpful in all other battles, they can either stand back and pelt their enemies with arrows or join in on the front lines to keep the monsters busy. Agility is important for hunters, as they do not wear heavy armor and most favor the use of a bow. Strength is a good secondary Statistic for hunters, as it aids in front line combat and the use of a great bow. Wise hunters know much about the forest and beasts within it, and several of their techniques are based on Mind.

Statistics • Starting HP: 10 + Vitality Score • HP Gain per level: 5 + VIT modifier • Starting MP: 6 + Magick Score • MP Gain per level: 3 + MGC modifier • Starting Gil: 800 Gil • Job Skills (4 + MND modifier skill ranks per level.): Athletics, Bartering, Crafting, Dungeoneering, Endurance, Nature, Perception, Profession, Ride, Stealth.

Job Features

Weapon and Armor Proficiency: Hunters are proficient with simple weapons, light blades, bows, and light armor.

The Hunter

Tier Level Accuracy Resilience Evasion Special Techniques Basic 1 +3 +1 +2 Favored Mark, Monster Empathy, Track 1 2 +3 +2 +3 Huntsman Augment 1 3 +4 +2 +3 Endurance, Favored Terrain 2 4 +4 +2 +4 Pet 2 5 +5 +3 +4 Huntsman Augment 2 Advanced 6 +6 +3 +5 2nd Favored Mark 3 7 +6 +4 +5 Woodland Stride 3 8 +7 +4 +6 2nd Favored Terrain 4 9 +8 +4 +6 Avoidance 4 10 +8 +5 +7 Huntsman Augment 4 Heroic 11 +9 +5 +7 3rd Favored Mark, Quarry 5 12 +9 +6 +8 Camouflage 5 13 +10 +6 +8 3rd Favored Terrain 6 14 +10 +6 +9 Huntsman Augment 6 15 +11 +7 +9 Improved Avoidance 7 Legendary 16 +12 +7 +10 4th Favored Mark, 8 17 +12 +8 +10 Hide in Plain Sight 8 18 +13 +8 +11 4th Favored Terrain 9 19 +14 +8 +11 Improved Quarry 9 20 +15 +9 +12 Huntmaster 10

Favored Mark: At 1st level, a hunter selects a monster type from the Favored Mark table presented below. You gain a +2 competence bonus on Accuracy, History, Insight, Magicks, Nature, Perception and Wordplay checks that involve your Favored Mark. When in combat with your favored mark, you

35 are considered to have used Libra against it, even if the mark has an ability that denies the use of Libra. Whenever the hunter deals damage of any sort to his Favored Mark, he may choose to deal an additional 1D6 points of damage to it. This damage overcomes any Resistances or Defense the mark may have to the damage dealt, and is not affected by any modifiers or critical hits.

At 5th, 10th, 15th, and as part of the Huntmaster special ability, the Hunter can choose another Favored Mark, with the same abilities granted above. In addition, any bonuses accrued from previous Favored marks increase by 2 and the bonus damage increases by one die.

Track: Hunters add their hunter Level (minimum 1) to Perception Checks when finding and following tracks.

Monster Empathy: A hunter can use Wordplay to affect the attitude of monsters as well as humanoids. You use body language and vocalizations, instead of language and reasoning to sway the attitude of beasts. This ability works only on monsters with Magick, Mind, and Spirit scores. If the creature has no score in one of these statistics, then you cannot use this ability on that creature unless it is one of your Favored Marks.

Huntsman Augment: At levels 2, 5, 10, and 14, a Hunter gains a bonus Augment chosen from the following list:

Enduring: Hunters gain Enduring as a bonus Augment at 3rd level. If you already have the Enduring augment, then you gain the Diehard augment instead.

Favored Terrain: At 3rd level, and every 5 levels thereafter, a hunter chooses a Favored Terrain presented in the table below. Whenever you are in a Favored Terrain, you gain a +2 competence bonus to your Speed, and Perception, Stealth, Endurance, Nature, and Dungeoneering checks. In addition, you leave no tracks when in your terrain unless you wish to. Whenever you gain another Favored Terrain, the bonuses granted from your previous Favored Terrains increase by 2.

Pet: At 4th level, you gain the assistance and loyalty of a faithful pet; choose a creature from the list below: Chocobo, Wolf, Floateye, Tomato, Dreamhare, Cockatrice, Steeling, Cactite, Dire Rat, Sleipner, Wildsnake.

Woodland Stride: At 7th level, a hunter may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at his normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that are enchanted or magickally manipulated to impede motion still affect you.

Avoidance: At 9th level, a hunter can avoid even magickal and unusual attacks with great agility. If you’re targeted by an attack that normally deals half damage on a miss, you instead take no damage if the attack misses. Avoidance can be used only if the hunter is wearing light or no armor. A helpless hunter does not gain the benefit of Avoidance.

Quarry: At 11th level, a hunter can, as a passive action, designate a creature that is one of your Favored Marks and that you can see as your Quarry. You cannot choose another Quarry until the one you have designated is dead or otherwise incapacitated and removed from battle. You gain a bonus to Accuracy and damage rolls equal to ½ your level against your Quarry. Critical hit multipliers are increased by one against your quarry (X2 becomes X3, X3 becomes X4).

Camouflage: At 12th level, a hunter can use the Stealth skill to hide in any of his favored terrains, even if the terrain doesn't grant cover or concealment.

Improved Avoidance: At 15th level, a hunter's avoidance improves. This ability works like

36 avoidance, except that while the hunter still takes no damage on a miss against attacks that would normally deal half damage, he henceforth takes only half damage when hit by an attack that deals half damage on a miss. A helpless hunter does not gain the benefit of improved avoidance.

Hide in Plain Sight: At 17th level, a hunter in any of your favored terrains can use Stealth to hide even while being observed.

Improved Quarry: At 19th level, a hunter's Quarry is in for a really bad day. The bonuses gained when you designate a Quarry are now equal to your Hunter level. All of your attacks ignore your Quarry’s Defenses.

Huntmaster: At 20th level, you become the bane of all monsters. You gain another Favored Mark. All bonus damage dealt to all of your Favored Marks increases to 6D6. All skill bonuses and checks made concerning the Marks increase to +12. In addition, once per day, you may make a fatal blow to an enemy you have marked as your Quarry. As an Action, make a single attack against your Quarry. If the attack hits, the target takes damage normally and must make a Resilience Save or die. The DC of this save is equal to 10 + Your hunter level + your Mind Modifier. You can choose instead to deal an amount of nonlethal damage equal to the creature's current Hit Points. A successful save negates this damage.

Techniques

Basic

Concentrate - Use: Action - You focus intently on your target, it may be nimble, but it can't dodge an arrow. You must be wielding a Bow. Choose one target within range of your weapon; if that target is still in range at the start of your next turn, your next attack against it ignores its Agility bonus to Evasion. You can stack this technique with other attacks (such as Focus) so long as the target remains within range and you do not attack another creature.

Focus - Use: Action - You slow your breathing and omit the sounds of battle in order to calmly and efficiently deliver your next strike. Your next attack has an increased damage die of 2 (i.e. an attack that deals 1D10 points of damage now deals 3D10).

Burial - Use: Action - You utter a quick prayer to honor the dead and strike. That's one less skeleton on the battlefield. Choose one undead target within range and make a standard attack against it, if the attack hits, roll a 1D% instead of normal damage. If the result is equal to or more than the undead's current HP, then it is slain (no save). If the result is less than the undead's current HP, then the attack fails. Undead immune to instant death attacks are immune to this technique.

Take Aim - Use: Action - You let your target know that, yes; you can hit it whenever you want to. Choose one target within range of your weapon and deal damage to it equal to your Agility Modifier. This technique ignores Physical Defense.

Oust - Use: Action - You attempt to make a monster flee the scene, sure you won't get its loot, but it's still one less monster to deal with. Choose one target that can see and hear you and it must be one of your Favored Marks. Roll a D20 and add your level and Mind Modifier against a DC of 10 + the target's level + its Spirit Modifier. If you succeed, the target flees the battle. You do not gain EXP from the target or loot for this encounter. You may confront the target in a later Encounter and gain EXP and loot from it.

Swallowtail - Use: Action - With a flourish, you swing your blade in a graceful, yet deadly circle. You must be wielding a melee weapon. Make a basic attack against all adjacent enemies.

Advanced

37

Doublestrike - Use: Action - You attack twice in quick succession. Make two basic attacks against one enemy. Use only your base Accuracy bonus to determine your attack bonus, additional modifiers, such as your STR or AGI, or masterwork weaponry, are lost for the purposes of this attack, but still apply to damage, if applicable. Critical hits do not knock the target one square away until the technique ends.

Beso Toxico - Use: Action - Poison tipped arrow or venom laced blade, it's all good. Make a basic attack against your target, if successful, the enemy must also make a Resilience Save (DC 10 + 3 Per Character Tier + your Mind Modifier) or contract poison for a number of rounds equal to ½ your hunter level.

Called Shot - Use: Action - This shot will cost your enemy an arm or a leg. Make a basic attack against your target, on a successful hit, the enemy must also make a Resilience Save (DC 10 + 3 Per Character Tier + your Mind Modifier) or become either immobilized or disabled (hunter's choice) for a number of rounds equal to ½ your hunter level.

Blackout - Use: Action – Ugh, right in the eye... Make a basic attack against your target, on a successful hit, the enemy must also make a Resilience Save (DC 10 + 3 Per Character Tier + your Mind Modifier) or become blinded for a number of rounds equal to ½ your hunter level.

Archer's Bane - Use: Reaction - You dodge an arrow. In order to use this technique, you must be attacked normally with a projectile launched from a bow. The attack automatically misses.

Lightning Strike - Use: Action - Your attack flies so fast that your foe can't even react to it. Make a Basic Attack against your target. Your target cannot activate any Reactions in regards to this attack (Such as Counter or Archer's Bane).

Heroic

Triplestrike - Use: Action - You attack thrice in quick succession. Make three basic attacks against one enemy. Use only your base Accuracy bonus to determine your attack bonus, additional modifiers, such as your STR or AGI, or masterwork weaponry, are lost for the purposes of this attack, but still apply to damage, if applicable. Critical hits do not knock the target one square away until the technique ends.

Cupid - Use: Action - Your arrow lightly pricks your enemy, but that's okay, because now he's on your side. You must be wielding a bow. Make a basic attack against your enemy, if hit hits, instead of regular damage, the enemy must make a Resilience Save (DC 10 + 3 Per Character Tier + Your Mind modifier) or become Charmed for a number of rounds equal to ½ your Hunter level.

Conceal - Use: Action - You fade into the background. Become Invisible until the end of the encounter or your next attack, whichever comes first.

Marksman's Spite - Use: Action - Fatally injured, you show your enemy what it's like to feel your pain. You must be wielding a bow. Make a basic attack against your enemy, on a successful hit, instead of regular damage, you deal damage equal to the difference between your max HP and current HP. This technique ignores Physical Defense.

Piercing Blow - Use: Action - Your blade goes through the first enemy, and into the poor sap behind him. You must be wielding a melee weapon. This attack is a Line 2. Make a basic attack against all targets. The closest enemy takes one and a half times (X1.5) damage on a successful hit, while the second one takes normal damage.

Sonic Boom - Use: Action - Your arrow doesn't actually hit anyone. But the shockwave it created as it

38 flew by is enough to suggest otherwise. You must be wielding a bow. This attack is a basic attack with a range of 6 Squares and is a Burst 1. All targets in the area take 2D8 Physical Damage and half damage on a miss. This technique ignores Physical Defense.

Legendary

Ultima Shot - Use: Action - MP Cost: 50 - You imbue your arrow with an awesome energy, capable of reducing any foe into a scorch mark. You must be wielding a bow. Make a basic against one enemy. This attack ignores all Defenses and deals 10D10+50 points of non-elemental damage on a successful hit.

Checkmate - Use: Action - Your enemy's going to be feeling that attack in a moment. Make a basic attack against an enemy in range, on a successful hit, the enemy must make a Resilience Save (DC 15 + 3 Per Character Tier + Your Mind Modifier) or become afflicted with Doom 3. Enemies immune to Instant Death effects are immune to this affect.

Arrow Storm - Use: Action - You aim high and let fly a storm of arrows upon the battlefield. You must be wielding a bow. Make a basic attack against every enemy you can see within 8 squares. Deal double damage to any Favored Marks you hit. This doubled damage also includes bonus damage for being a favored mark.

Barrage - Use: Action - Your sudden onset of attacks leaves your foe reeling. Make four basic attacks against one foe. Use only your base Accuracy bonus to determine your attack bonus, additional modifiers, such as your STR or AGI, or masterwork weaponry, are lost for the purposes of this attack, but still apply to damage, if applicable. Critical hits do not knock the target one square away until the technique ends.

Vitals Shot - Use: Action - You're not sure what you hit, but that particular organ isn't going to be useful for a while. Make a basic attack against your target, on a successful hit, deal damage normally and the target must make a successful Resilience Save (DC = 10 + 3 Per Character Tier + Your Agility Modifier) in order for nothing else to happen. On a failed save, roll a 1D6 and consult the table below. Status effects last until the end of the encounter. 1. Target is afflicted with Sap. 2. Target is Blinded. 3. Target is Slowed. 4. Target is Addled (Cannot use Techniques). 5. Target loses all active buffs and positive status effects. 6. Target's HP is reduced to 1. This affect occurs after damage is applied normally, if the damage was enough to KO the target, then this affect does not apply.

39 Monk

Martial artists who focus on bodily and mental perfection and forgo the use of weapons, monks are physical brawlers and grapplers. They believe that their body is the best weapon they have, and fight accordingly. Monks may appear as harmless combatants, but one won't be thinking so when they find oneself unconscious with a nasty bruise on their face. Monks rarely have a significant impact in the world of Ivalice, those who know of their prowess respect them accordingly, but monks don't generally flaunt their abilities until the need for them arises.

Role

Monks are frontline fighters. They dodge and weave blows and return with punches and kicks as deadly as any weapon. While they distrust the use of swords and other such manufactured weapons, they are not above using fist protection and add-ons such as knuckles or claws when the going gets rough. Strength is a very important Statistic for monks, as a powerful punch requires force. Agility is also important, as monks wear little to no armor and need to be able to dodge blows. Spirit is another important score, as many of their techniques and abilities are tied to Spirit.

Statistics • Starting HP: 8 + Vitality Score. • HP Gain per level: 4 + VIT Modifier • Starting MP: 6 + Magick Score • MP Gain per level: 3 + MGC Modifier • Starting Gil: 400 Gil • Job Skills (4 + MND Modifier Skill Ranks per level.): Acrobatics, Athletics, Crafting, Endurance, Heal, Insight, Perception, Profession, Stealth, Wordplay.

Job Features

Weapon and Armor Proficiency: Monks are proficient with the use of simple and martial weapons, and light armor. Monks are not proficient with any weapon that does slashing or piercing damage, with the exception of claws, poles, and knuckles.

The Monk

Tier Level Accuracy Pummel Resilience Evasion Special Techniques Unarmed Strike, Pummel, Improved Basic 1 +3 +1/+1 +1 +2 1 Grapple 2 +3 +1/+1 +2 +3 Avoidance, Bonus Augment 1 3 +4 +2/+2 +2 +3 Caution, Maneuver Training, Still Mind 2 4 +4 +2/+2 +2 +4 Ki Pool 2 5 +5 +3/+3 +3 +4 High Jump, Unscarred +1 2 Advanced 6 +6 +4/+4/+2 +3 +5 Purity of Body 3 7 +6 +4/+4/+2 +4 +5 Bonus Augment 3 8 +7 +5/+5/+3 +4 +6 - 4 9 +8 +6/+6/+4 +4 +6 Improved Avoidance 4 10 +8 +6/+6/+4 +5 +7 Improved Caution, Unscarred +2 4 Heroic 11 +9 +7/+7/+5/+3 +5 +7 Diamond Body, Bonus Augment 5 12 +9 +7/+7/+5/+3 +6 +8 - 5 13 +10 +8/+8/+6/+4 +6 +8 Diamond Soul 6 14 +10 +8/+8/+6/+4 +6 +9 - 6 15 +11 +9/+9/+7/+5 +7 +9 Unscarred +3 7 Legendary 16 +12 +10/+10/+8/+6/+4 +7 +10 Bonus Augment 8 17 +12 +10/+10/+8/+6/+4 +8 +10 Timeless Body 8 18 +13 +11/+11/+9/+7/+5 +8 +11 Tongue of the Sun and Moon 9 19 +14 +12/+12/+10/+8/+6 +8 +11 - 9 20 +15 +13/+13/+11/+9/+7 +9 +12 Unscarred +4, Perfect Self, 10

40

Unarmed Strike: A monk receives Brawler as a bonus Augment at first level. Unarmed strikes may be made with elbows, fists, knees, or feet, enabling the monk to strike even with full hands. Unarmed strikes are not considered to be “off-hand,” so the monk receives full STR bonus on damage rolls with unarmed strikes.

The monk may inflict nonlethal damage with an unarmed strike with no penalty to their attack roll.

A monk’s unarmed strikes are considered to be natural weapons with regard to spell effects that enhance natural weapons. To gain effects that only enhance manufactured weapons, the monk must have equipped knuckles or claws.

Monks also inflict more damage with unarmed strikes than normal people do, according to the following chart:

Monk Tier Small Monk Damage Medium Monk Damage Large Monk Damage Basic 1d4 1d6 1d8 Advanced 1d6 1d8 2d6 Heroic 1d8 1d10 2d8 Legendary 1d10 2d6 3d6

Pummel: Starting at 1st level, a monk may make a flurry of attacks known as a Pummel as an action so long as the monk does not move in the same round it uses Pummel. The monk may make one additional attack (as Dual Wield) using any combination of unarmed strikes, natural weapons, pole attacks, disarm, sunder, or trip maneuvers, applying their full STR bonus for all successful hits. A monk wielding weapons other than poles, claws or knuckles may not use those weapons in a Pummel sequence. Refer to the Monk table for the base accuracy and number of Pummel attacks the monk may make.

Damage done by Pummel attacks is completely unmodified and uses only the base die for damage; you do not add STR to the damage dealt or masterwork quality. However, a monk’s Pummel automatically ignores defenses equal to the monk’s level, save for Perfect Defenses. Bonus damage die, such as additional elemental damage, still applies. You cannot score or confirm critical hits while using Pummel.

Improved Grapple: At 1st level, the monk receives the Improved Grapple Augment for free.

Avoidance: At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk avoids an attack that normally deals half damage on a miss, they instead take no damage. Avoidance can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of avoidance.

Bonus Augment: At 2nd level and every 5 levels thereafter, and at 20th level, a monk may select a bonus Augment. These Augments must be taken from the following list, Dodge, Swiftness, and Throw Anything. At 6th level, the following Augments are added to the list: Improved Disarm, and Improved Trip. At 10th level, the following Augments are added to the list: Improved Critical. A monk need not have any of the prerequisites normally required for these Augments to select them.

Caution: At 3rd level, a monk gains the ability to react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your AGI bonus to evasion if the attacker is invisible. You still lose your Agility bonus to Evasion if immobilized. A monk with this ability can still lose their Agility bonus to evasion if an opponent successfully uses the feint action against them.

If a monk already has Caution from a different class, they automatically gain improved Caution (see

41 below) instead.

Maneuver Training: At 3rd level, a monk adds your SPR modifier when calculating your Combat Maneuver Bonus.

Still Mind: A monk of 3rd level or higher gains a +2 bonus on resilience saves against mind-affecting spells and effects.

Ki Pool: At 4th level, a monk gains a pool of ki points, supernatural energy you can use to accomplish amazing feats. The number of points in a monk's ki pool is equal to the monk’s Spirit modifier. The Monk may spend their ki points on the following powers: • Chakra: Spend 1 ki point as an Action to recover one adjacent ally’s HP and MP by a number of d6 equal to half the monk’s class level. • Holy Strike: Spend 1 ki point as a Passive Action. All the monk’s attacks until the end of your next turn are Holy- elemental and thus target Magickal Defense. • Holy Sign: Spend 2 ki point as an Action to cast Dispel at no MP cost, using the monk’s class level as the caster level. • Exorcise: Spend 3 ki points as an Action to use Sanctify (see paladin). Exorcise is a single-target melee touch attack. Paladin and monk levels stack for the purposes of using Sanctify or Exorcise. • Withering Strike: Spend 3 ki points as an Action. On a successful melee attack roll, for every 8 HP below the monk’s maximum, the monk inflicts 1d8 weapon-elemental or dark damage. This attack ignores Magickal Defense. • Lifebane: Spend 4 ki points. On a successful melee attack, the target makes a Resilience Save (DC = 10 + 3 Per Character Tier + SPR mod). On a failure of 5 or more, the victim dies (blocked by instant death immunity). On a failure by less than 5, the target is Doomed 5 (blocked by doom immunity) and takes 1d4 damage for every two monk levels the attacker has. On a successful save, the victim takes the damage but receives no status. • Revive: Spend 5 ki points. Cast Raise, using the monk’s class level as the caster level. The target must be adjacent to the monk. A Monk’s ki pool is replenished after an Extended rest.

Unscarred: As a monk continues their training, they become more adept at taking maximum advantage of their body when at peak health. Starting at 5th level, the monk, when at full HP, receives a +1 competence bonus to Evasion, Accuracy, damage rolls, and Resilience. This bonus lasts until the monk takes damage of any kind, from any source (including ability damage). This bonus increases by one every five levels, to a cap of +4 at 20th level. The bonus to damage rolls can apply to Pummel.

High Jump: At 5th level, a monk adds your level to all Athletics checks made to jump, both for vertical jumps and horizontal jumps. In addition, you always count as having a running start when making jump checks using Athletics. By spending 1 point from your ki pool as a passive action, a monk gains a +20 bonus on Athletics checks made to jump for 1 round.

Purity of Body: At 6th level, a monk gains immunity to the Disease status effect.

Improved Avoidance: At 9th level, a monk's avoidance ability improves. He still takes no damage on a miss against attacks that would otherwise deal half damage, but henceforth he takes only half damage on a successful hit from an attack that would deal half damage on a miss. A helpless monk does not gain the benefit of improved avoidance.

Improved Caution: A monk of 10th level or higher can no longer be flanked. This defense denies a thief the ability to sneak attack the character by flanking you, unless the attacker has at least four more thief levels than the target has monk levels.

If a character already has Caution (see above) from another class, the levels from the classes that grant Caution stack to determine the minimum thief level required to flank the character.

Diamond Body: At 11th level, a monk gains immunity to Poison and Venom.

Diamond Soul: At 13th level, a monk gains natural Magick Defense equal to ½ your current Monk level.

42

Timeless Body: At 17th level, a monk no longer takes penalties to ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Age bonuses still accrue, and you still die of old age when your time is up.

Tongue of the Sun and Moon: A monk of 17th level or higher can speak with any living creature.

Perfect Self: At 20th level, a monk becomes a magical creature. You are forevermore treated as an outsider rather than as a humanoid for the purpose of spells and magical effects. Additionally, the monk gains Perfect Defense 10/Dark, which allows you to ignore the first 10 points of damage from any attack made by a non-Dark source or by any natural attack made by a creature that doesn’t have similar Perfect Defense. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.

Techniques

Basic Tier

Air Render - Use: Action - Your punch shatters the veil of the very air itself and rocks your target from a distance. Make a standard ranged attack against a target within 4 squares. On a successful hit, that target takes 1D8+AGI Mod damage. This technique ignores Physical Defense.

Roundhouse - Use: Action - You deliver an impressive spinning attack against everyone around you. Make a standard attack against all adjacent creatures and deal regular damage on a hit. If one of these attacks misses, then all attacks following it during this technique automatically miss as well.

Somersault - Use: Action - You deliver an impressive kick whilst flipping away from your opponent. Make a standard melee attack against an opponent and move two squares.

Hone Senses - Use: Action - You focus on the heat of the battle and slow your breathing, readying your next important strike to count. Your attacks gain the Keen property until the end of the encounter. If your attacks already have the Keen property, then the Keen bonus is increased by one.

Inner Calm - Use: Action - You clear your mind of negative thoughts and take a moment to meditate. With a clear head, you can move more gracefully across the battlefield. Until the end of the encounter, you gain a +4 Dodge Bonus to your Evasion.

Advanced Tier

Furore - Use: Action - You spin in a violent circle, shoving back all opponents nearby to give yourself some breathing room. Make a standard attack against all adjacent creatures, this attack only deals half damage on a successful hit, but every creature hit by the attack is pushed back 1 square directly away from you.

Meteor Drive - Use: Action - You show your enemy what exactly a "Haymaker" is. Make a standard attack against an enemy and deal regular damage to it on a successful hit. Your target is moved 2 squares directly away from you and is knocked prone. If you use this technique as part of a charge, deal maximum damage on a successful hit. If this attack is a critical hit, the target is knocked back an additional 2 squares and is stunned until the end of its next turn.

Cross Counter - Use: Action - Your enemy believes he is ready for you. You swiftly prove him wrong. Make a standard melee attack against one adjacent enemy. If this enemy has or would be allowed to use Counter, Blink Counter or a similar Reaction in regards to this attack. That enemy is denied that action and this attack deals double damage.

43 Counter – Use: Reaction – Your enemy attacks you, but you are ready for him. This technique can only be used when an enemy adjacent to you targets you with any attack. The attack is resolved as usual, after which you may make a basic melee attack against that enemy.

Helm Smash – Use: Action – You punch your foe right in the face, leaving it reeling in pain. Make a standard melee attack against one enemy. In addition to dealing normal damage on a hit, that enemy must make a Resilience Save (DC 10 + 3 Per Character Tier + You SPR Modifier) or be stunned for 1 round. Enemies immune to critical hits are immune to the stun effect.

Smash – Use: Action – Oops, that wasn’t your potion was it? Make a standard melee attack against one enemy. Deal regular damage on a hit and that enemy must make a Resilience Save (DC 10 + 3 Per Character Tier + You SPR Modifier) or have one random restorative item or accessory in its possession destroyed.

Heroic

Aurablast – Use: Action – Your punch creates a small explosion of air. This technique functions like Air Render, except it is a burst 1 instead of just a single target.

Earth Render – Use: Action – You leap up and slam the ground with tremendous force, causing the earth itself to erupt in protest underneath your enemies’ feet. This technique is a line with a range of 6. Make a basic melee attack against each creature in the line. A successful hit does 1D12 Earth damage and the target falls prone. A miss halves this damage and the target does not fall prone. This technique ignores Magick Defense.

Blink Counter – Use: Reaction - Your counter sends your foe reeling backwards. This technique functions like Counter, except that on a successful hit, your target is knocked back 1 square directly away from you. If your target cannot be knocked back due to an obstacle, then it is knocked prone instead.

Scream – Use: Action – You let loose a terrifying battle cry charged with ki, shattering the defenses of your surrounding foes. Every enemy adjacent to you must make a Resilience Save (DC 10 + 3 Per Character Tier + Your SPR Modifier) or have every positive status effect it is enjoying removed, as if with Dispel.

Smite of Rage – Use: Action – You let the rage of battle fuel your next attack, making the battle for your opponent much harder. Make a standard melee attack against one enemy. In addition to dealing normal damage on a hit, that enemy must make a Resilience Save (DC 10 + 3 Per Character Tier + Your SPR Modifier) or be afflicted by one of the status effects listed below for 1D4 rounds. Roll a 1D6 to determine the status effect. 1. Poison. 2. Slow. 3. Silence. 4. Stunned. 5. Immobilize. 6. Disable. Legendary

Dark Strike – Use: Action – You use your own life energy to deliver a piercing attack. Take 1/8th of your total HP in damage. This attack is a line 2. Make a standard melee attack against all enemies in this line. Deal critical damage on a successful hit. If you roll a critical hit against one or both of the enemies, they must make a Resilience Save (DC 10 + 3 Per Character Tier + Your SPR Modifier) or die. Enemies immune to instant death need not make this save. This technique ignores Physical Defense.

Inner Focus – Use: Action – You accelerate your body’s natural healing properties for a short while. Gain Regen for a number of rounds equal to your SPR modifier. In addition you remove all debuffs

44 that afflict you, as if you had used Esuna.

100 Fists – Use: As Pummel – You start punching and refuse to stop. You must have your maximum ki points to use this technique. Spend all your ki points. This technique functions as Pummel with the following exceptions. Make an attack with your highest Pummel attack bonus, if this strike hits, you may continue to make this attack so long as you keep hitting. If you miss, you may make another attack at your next highest Pummel attack bonus and continue making attacks with this bonus until you miss. Repeat this process until you reach your lowest Pummel attack bonus, at which point the technique ends on a miss. The technique also ends if the target is reduced to 0 HP.

Reflex – Use: Reaction – It’ll take a little bit more than that to hit you. This technique can be used whenever you are targeted by any basic attack. The attack automatically misses.

Ki Blast – Use: Action – You use the essence of your spirit to rock your foe. This technique can only be used when you have no ki points available. Deal instant 2D6 damage for every ki point you are missing to one enemy within 3 squares. This technique ignores Physical Defense.

45 Paladin

In every generation, there are a few who emerge as true heroes, fighting the forces of injustice and shadow. Many of these heroic souls wield the job of paladin; divinely blessed warriors who wield powerful knight swords and holy energy with equal vigor. They fearlessly defend the weak from the would-be predators that seek to ruin them, or hunt the restless shades of the walking dead in the dark corners of Ivalice.

Role

Paladins are tanks, with access to heavy weapons and armor. They are found at the front line, vanquishing foes and supporting allies. Experienced paladins have access to White Magicks, and all paladins have techniques that aid their allies. Strength is important for a paladin, as they need to be good melee fighters. Spirit is tied to many of their abilities and techniques as well as spell casting. A decent Magick insures mid-level paladins to have an effectively large MP Pool.

Statistics

• Starting HP: 10 + Vitality Score • HP Gain per level: 5 + VIT Modifier • Starting MP: 6 + Magick Score • MP Gain per level: 3 + MGC Modifier • Starting Gil: 1200 Gil • Job Skills (4 + MND Modifier Skill ranks per level.): Athletics, Bartering, Crafting, Endurance, Heal, History, Insight, Profession, Ride, Wordplay

Job Features

The Paladin

Tier Level Accuracy Resilience Evasion Special Techniques Spells Basic 1 +2 +3 +0 Cover, Disarm, Subdue 1 - 2 +3 +3 +0 Grace, Nurse 1 - 3 +3 +4 +1 Aura of Courage, Mercy 2 - 4 +4 +4 +1 Divine Health 2 - 5 +4 +5 +1 Divine Soul, Mount 2 - Advanced 6 +5 +6 +2 Sanctify LV. 1, Magick, Mercy 3 1 7 +5 +6 +2 - 3 2 8 +6 +7 +2 Aura of Resolve 4 2 9 +6 +8 +3 Mercy 4 3 10 +7 +8 +3 - 4 3 Heroic 11 +7 +9 +3 Sanctify LV. 2 5 4 12 +8 +9 +4 Mercy 5 5 13 +8 +10 +4 - 6 5 14 +9 +10 +4 Holy Aura 6 6 15 +9 +11 +5 Mercy 7 6 Legendary 16 +10 +12 +5 Sanctify LV. 3 8 7 17 +10 +12 +5 Aura of Righteousness 8 8 18 +11 +13 +6 Mercy 9 8 19 +11 +14 +6 - 9 9 20 +12 +15 +6 Champion 10 10

Weapon and Armor Proficiencies: Paladins are proficient with simple weapons, light blades, heavy blades, weighted weapons, polearms, heavy armor, light armor, mystic armor, and shields.

Subdue: Paladins are taught to avoid killing whenever possible, and are trained in pulling their punches. Paladins take no penalty when trying to inflict nonlethal damage with any melee weapon.

46 Disarm: The paladin is trained in disarming their foe. The paladin gains +4 to combat maneuver checks to disarm or avoid being disarmed.

Cover: A paladin seeks to prevent harm to their allies. The paladin may, as an Action, act to prevent harm to an adjacent ally this turn and declare this ally covered. Any damage or attack effects that would hit the ally hit the Paladin instead, regardless of the Paladin's Evasion or Resilience. The covered unit receives a +1 bonus to Evasion and Resilience. If the covered unit moves, the Paladin moves with it up to their maximum movement, staying adjacent to the unit. If the paladin cannot remain adjacent, the cover is broken. Cover is maintained until it is broken due to movement or the paladin declares the cover broken or decides to cover a different ally. At 6th level, the paladin may select a cover target from a distance up to the Paladin's movement speed, moving into the target’s square and bumping them to an adjacent square immediately if they are attacked, or to the nearest available square if attack by an area of effect attack. If the Paladin cannot reach the target using normal movement, the cover is broken. A Paladin may only cover one ally per round, at the beginning of his next turn; he may declare a different ally the subject of his or her cover as a Passive action.

Grace: At 2nd level, the paladin learns to move and act with grace and honor. Add double your Spirit modifier to your resilience saves.

Nurse: At 2nd level, a paladin can heal his own wounds or the wounds of an ally by channeling holy energy. As an action, you can heal an amount of HP equal to your Magick modifier + your Spirit Modifier + your Paladin level to yourself or an adjacent ally. You can use this ability a number of times per day equal to 3 + your Spirit modifier.

Aura of Courage: At 3rd level, a paladin is immune to Fear (magickal or otherwise). Each ally within 10 feet of you gains a +4 morale bonus on Resilience Saves against fear effects. This ability functions only while you are conscious, not if you are unconscious or dead.

Mercy: At 3rd level, and every three levels after that, a paladin's Nurse ability also begins to heal status ailments and provide bonuses. Choose one extra effect from the list below that's within your Tier. Positive effects created from your Nurse have an effective Spell level equal to your Paladin level.

Basic • Fatigue: Remove the Fatigued status. • Sleep: Remove the Sleep status. • Poison: Remove the Poison status. • Oil: Remove the Oil status. • Adjacent: Nurse affects the Paladin and all adjacent allies.

Advanced • Blind: Remove the Blind status. • Disable: Remove the Disable status. • Immobilized: Remove the Immobilized status. • Silence: Remove the Silence status. • Petrify: Remove the Petrified status. • Slow: Remove the Slow status. • Protect: Casts Protect. • Shell: Casts Shell.

Heroic • Raise: Brings a KO'd ally to Critical Health (20%) level. Then the ally is healed normally. • Doom: Removes the Doom status. • Disease: Remove the Disease status. Healing is applied after the status is removed. • Curse: Remove the Cursed status. • Stop: Remove the Stop status. • Addle: Remove the Addled status. • Haste: Casts Haste. • Vanish: Casts Vanish.

47 Legendary • Life: Resurrects a KO ally and brings the ally to Critical Health level. Then the ally is healed normally. • Zombie: Remove the Zombie status. • Re-raise: Casts Re-raise.

Divine Health: At 4th level, a paladin becomes immune to the Poison and Disease statuses.

Divine Soul: The inner light of the paladin enables them to resist Holy attacks. At 5th level, you receive half damage from Holy damage (healing spells bypass this). This increases to Immune at 10th level (still bypassed by healing spells). At 20th level, the paladin is so attuned to Holy power that they absorb Holy damage regardless of equipment or status. They also become immune to Zombification at 5th level (except via Zombie Powder, but a paladin gets +4 to resilience saves against it at 5th level, plus another +2 at 10th and 15th level).

Mount: At 5th level, a paladin gains access to a faithful, loyal, and unusually intelligent yellow chocobo mount. This chocobo functions just like any other chocobo does, except that it has a Mind score of 6, is trained for combat, and doesn't possess Speluncaphobia (Fear of going into caves or dungeons) or Mist Fear.

In addition, you gain the Mounted Combat Augment if you do not already have it.

Once per day, as an Action, you may magickally call your mount to your side. The mount immediately appears adjacent to you. You can use this ability once per day at 5th level, and one additional time per day for every 4 levels thereafter, for a total of four times per day at 17th level.

At 11th level, your mount gains Magick Defense equal to the your level.

At 15th level, the mount becomes a White Chocobo.

Should your mount die, you may not summon another mount for 30 days or until you gain a paladin level, whichever comes first. During this 30-day period, you take a –1 penalty on accuracy and weapon damage rolls.

Sanctify: At 6th level, the paladin can channel Holy energy to smite the undead. Using Sanctify is an action with a range of 4 Squares and an area of 1 Square. Undead with 3 or less Levels than the paladin's class level are destroyed with no save. Undead with Levels up to the Paladin's level plus the Paladin’s SPR modifier make a Resilience Save (DC = 10 + 3 Per Character Tier + SPR Mod) or be destroyed. On a successful save, they take 2D6 Holy damage. Undead with more Levels take the holy damage as above, halving it on a successful Resilience Save. Sanctify can be used a number of times per day equal to your SPR Modifier.

Every 5 levels after obtaining this ability, it gets stronger.

At 11th level, the range increases to 5 Squares and it becomes a Blast 1. The damage increases to 4D8 Holy.

At 16th level, the range increases to 6 Squares and it becomes a Blast 2. The Paladin adds their MGC modifier to their SPR modifier to determine HD of undead affected, the uses of Sanctify per day, and the saving throw DC. The damage die is also increased to 6D10.

Magick: The paladin may begin casting spells from the White and Green Magicks Schools (as a White Mage would) at 6th level. Caster level (and Tier level) is equal to the paladin’s class level – 5 (plus any levels of other caster classes the paladin has taken). Also, a paladin cannot learn a Green Magicks spell that causes a negative status effect (Such as Sleep, Poison, Oil, etc.).

48 Aura of Resolve: At 8th level, a paladin is immune to the Charm status. Each ally within 2 Squares of you gains a +4 morale bonus on Resilience Saves against the Charm status.

This ability functions only while you are conscious, not if you are unconscious or dead.

Holy Aura: At 14th level, a paladin's weapons are treated as Holy-elemental for the purposes of overcoming Perfect Defense. Any attack made against an enemy within 2 Squares of you is treated as Holy-elemental for the purposes of overcoming Perfect Defense.

This ability functions only while you are conscious, not if you are unconscious or dead.

Aura of Righteousness: At 17th level, a paladin gains Perfect Defense 5/Dark and immunity to compulsion spells and abilities (such as Confusion). Each ally within 2 squares of you gains a +4 morale bonus on resilience saves against compulsion effects.

This ability functions only while you are conscious, not if you are unconscious or dead.

Champion: At 20th level, your name goes down in the history books as a name of glory, victory, and justice. You become immune to the Dark element (thus making your Perfect Defense into a straight 5/-). Additionally, whenever you attack an Undead with a melee attack, it is subject to your Sanctify effect, regardless of your remaining uses of Sanctify.

Techniques

Basic

War Cry - Use: Action - You let loose a resounding roar for victory, and inspire your allies. You and any allies that hear you gain a +2 morale bonus to Resilience Saves for the rest of the encounter.

Defend - Use: Action - You adopt a defensive and agile stance. Cast Shell and Protect on yourself with a caster level of 1, but with no MP cost.

Discipline - Use: Action - You call upon you memories of training and practice to aid you in battle. For 1D4 + your Spirit Modifier rounds, you receive a +2 Competence bonus to Accuracy and damage rolls.

Parley - Use: Action - You try and persuade a foe to surrender, reasoning that his wounds are too great and that continued battle is pointless. Make a Wordplay check against one foe who can see, hear, and understand you (DC 10 + Foe’s Spirit Modifier + ½ its current HP). On a successful roll, the foe agrees to quit the field. Treat the foe as slain in terms of encounter progress and EXP gain, but you do not gain any of its loot or Gil except for what it leaves behind.

Holy Circle – Use: Action – MP Cost: 8 - You bless the area around you, creating a holy circle that makes the undead uncomfortable. You create an aura around you with a radius of 2 squares, this aura moves with you. Any undead within the aura that tries to make an attack of any sort must make a resilience save (DC 10 + 3 Per Character Tier + Your Spirit modifier) or lose the attack and the action used to make it. This aura lasts for 1D4 rounds.

Advanced

Divine Emblem - Use: Action - MP Cost: 16 - You summon a sacred mark before using your next divine ability, making it stronger. The next time you use an attack that deals Holy damage, increase the Damage Die by 1. If you use Sanctify after using this technique, the HD of undead that can be affected is increased by one and the Save DC is increased by 2. Additionally, any ability that uses the DC for Sanctify is also increased by 2.

49

Rend Weapon - Use: Action - "Careful, you might hurt someone with that!" Make a sunder attempt and double your Strength modifier in terms of this attempt (both to hit and to damage).

Mow Down - Use: Action, See text - You go all-out on one foe. Make a basic attack and deal critical damage on a successful hit (double critical on a critical hit), but you grant Combat Advantage and take a -4 penalty to your Evasion until the start of your next turn. You are also considered to have and use the Cleave Augment for this attack.

Saint Cross - Use: Action - MP Cost: 15 - A powerful beam of light erupts from the ground around you. Deal 2D12 Holy damage to all adjacent enemies, a successful Resilience Save (DC = Sanctify) halves this damage. This attack ignores Magick Defense.

Soul Sphere - Use: Action - You sever your foe's tie to the Mist. This technique has a range of 4 Squares, your foe must make a Resilience Save (DC = Sanctify) or lose 2D12 MP.

Heroic

Aura - Use: Action - MP Cost: 24 - You empower your Aura to an almost overwhelming level. Death will not claim you anytime soon. Cast Reraise and Regen on yourself at caster level 6.

Meltdown - Use: Action - You sacrifice yourself with the hopes that your foes are coming with you. Inflict your Character Level in D12 fire damage to all adjacent units. A successful resilience save (DC 10 + 3 Per Character Tier + your Spirit modifier) halves this damage. You then are reduced to 0 HP. This attack ignores all defenses.

Rasp - Use: Action - MP Cost: 4 - You create a burst of energy that drains the Mist from your foes. This Technique functions as the spell Rasp, with a caster level equal to your Paladin level.

Astra - Use: Action - MP Cost: 12 - You utter a prayer of safety for you and your allies. You and any ally within 2 Squares of you gain immunity from any negative status effects for 1D4 rounds. This technique does not remove any status effects already afflicted on you or an ally.

Bulwark - Use: Action - Nothing harms you, nothing stops you, and even the most terrifying army in Ivalice couldn't destroy you if they wanted to. Until the start of your next turn, you are immune to all damage, but automatically fail all Resilience Saves.

Legendary

Holy Blade - Use: Action - MP Cost: 12 - Your sword glows with an awesome power, its burning blade telling you to defeat your foe. Make a basic attack against one foe; the damage on a successful hit is tripled and Holy-elemental. Sanctify can apply to the target without spending a use of Sanctify. This attack ignores defenses.

Stasis Sword - Use: Action - You stop evil in its tracks. This attack has a range of 4 Squares. Inflict damage as a normal melee attack on a successful ranged attack; increase the base weapon die by one. In addition, the enemy must make a Resilience Save (DC = Sanctify) or be Stopped for 1D4 rounds.

Retribution - Use: Reaction - You let your enemy feel your pain. This Technique can be used whenever you take damage from an enemy's attack. That enemy loses as much HP as you do, no save.

Reflex – Use: Reaction – It’ll take a little bit more than that to hit you. This technique can be used whenever you are targeted by any basic attack. The attack automatically misses.

Final Stand – Use: Reaction – You refuse to die before winning this pivotal battle. This technique can

50 only be used when you are reduced to 0 HP or less. Your HP is restored to 1 and you become immune to all damage for the rest of the encounter. In addition, your Accuracy for all attacks is doubled and every hit is considered a Critical Hit that ignores all Defenses. At the end of the encounter, you die.

51 Red Mage

Red mages are skilled spell casters and jack-of-trades that specializes in many fields, but masters none. They can sustain frontline combat, cast offensive spells, and support the party with defensive spells, but their melee capabilities are outshined by soldiers and paladins, and have nowhere near the mental capability of white or black mages. Red mages in the world of Ivalice are typically adventurers and storytellers, offering their skills for the right cause (or price).

Role

Red mages are supporters, whether it’s in combat or spell casting. They can maintain themselves on the frontline, but once they run out of MP they’re almost as vulnerable as a white or black mage. They know many spells, but cannot learn the most powerful ones in Ivalice. They make fine party leaders or new members, as they are easily capable of boosting the party effectiveness as a whole. Magick is easily the most important Statistic for a red mage, for spell casting and their techniques. Strength lends to their melee capabilities, and Mind gives them access to a necessary plethora of skills.

Statistics • Starting HP: 8 + Vitality Score • HP Gain per level: 4 + VIT Modifier • Starting MP: 6 + Magick Score • MP Gain per level: 3 + MGC Modifier • Starting Gil: 800 Gil • Job Skills (6+ MND Modifier Skill Ranks per level): Acrobatics, Crafting, Dungeoneering, Heal, History, Insight, Magicks, Nature, Perception, Profession, Stealth, Wordplay.

Job Features

The Red Mage

Tier Level Accuracy Resilience Evasion Special Techniques Spells Basic 1 +2 +1 +1 Red Magick, Red Lore, Prestidigitation 1 2 2 +3 +2 +2 Minor Mastery 1 3 3 +3 +2 +2 1 4 4 +4 +2 +2 Bonus Augment 2 5 5 +4 +3 +3 Lore Master 2 6 Advanced 6 +5 +3 +3 Avoidance, Minor Mastery 3 7 7 +5 +4 +4 3 8 8 +6 +4 +4 Bonus Augment 3 9 9 +6 +4 +4 4 10 10 +7 +5 +5 Jack-of-All-Trades 4 11 Improved Avoidance, Moderate Heroic 11 +7 +5 +5 5 12 Mastery 12 +8 +6 +6 Bonus Augment 5 13 13 +8 +6 +6 5 14 14 +9 +6 +6 Convert 6 15 15 +9 +7 +7 6 16 Legendary 16 +10 +7 +7 Bonus Augment, Moderate Mastery 7 17 17 +10 +8 +8 7 18 18 +11 +8 +8 7 19 19 +11 +8 +8 8 20 20 +12 +9 +9 Bonus Augment, Red Master 8 22

Weapon and Armor Proficiency: simple weapons, light blades, mystic weapons, light armor, and mystic armor.

52 Red Magick: Red mages are among the most versatile spell casters in Ivalice, but pay for their versatility in power. At first level, a red mage must choose two spell lists out of Black, Arcane, Green or White Magicks, and must choose a spell from the lists you choose (For example, a 1st level red mage can choose Black and White Magicks, and may know Fire and Cure, but not Fire and Thunder or Cure and Dia). As a red mage learns new spells, you cannot know more than 4 spells in a particular tier per tier level (I.E: A maximum of 4 Basic Black Magicks spells and 4 Advanced Black Magicks spells). You can only learn spells within or below your Tier.

When you level up into a new Tier, you may also gain access to a new list of Magicks, or you may “level up” one of your existing tiers to allow access to Advanced Tier Magicks. However, red mages cannot learn Heroic or Legendary Tier spells.

In order for you to cast a spell, you must have a Magick Score of at least 12. For Advanced Tier spells, you must have a Magick of at least 14.

Red Lore: Red Mage’s learn a lot in their travels and studies, and add ½ their red mage level (minimum 1) to all Dungeoneering, History, Magicks, and Nature checks.

Prestidigitation: Mages of any sort are practiced in using Magicks to aid in many differing endeavors. Using Magicks in mundane, everyday occurrences is known as Prestidigitation, a catchall term for different uses of Magicks. Uses of Prestidigitation include but are not limited to: summoning forth a bright light (6 Squares) on an object, such as the tip of a staff, or a hat, or a rock, lighting and snuffing torches and small campfires, cleaning food, water, surfaces, etc., lifting up to 5 pounds of material 4 squares away from you and bringing to your hands, opening or closing an unlocked container or door, creating light and special effects, and other various cosmetic or creative effects. Really the only limits Prestidigitation has is that it cannot be used to deal or heal damage, interrupt spell casting, emulate a spell or spell effect or even be used for combat purposes at all. It cannot be used to accomplish high-end magickal effects or stimulate a response from or alter magickal items. Prestidigitation is simply tricks and effects used to make life easier for the humble and lazy mage.

Minor Mastery: As red mages become more experienced and powerful, they learn useful tricks and techniques to give themselves an edge while fighting. At 2nd and 6th level, you may choose one of the abilities from the list below. • Weapon Bond: Choose one weapon you are proficient with, you gain the Weapon Specialization Augment for that weapon, even if you do not meet the requirements. • Bonus Spell Augment: You gain an Augment selected from the Spell Augment list. You must meet the requirements. • Magick Attack Bonus: Spells that deal HP damage gain a +2 bonus to the damage dealt. This bonus can apply to overcoming Magick Defense. • Body and Mind: Increase your maximum MP and HP by 5.

Bonus Augment: At 4th level, and every four levels thereafter, a red mage may choose an Augment from the list provided; you must meet the requirements for this Augment. LIST WIP

Lore Master: At 5th level, a red mage becomes so knowledgeable that he can summon information instantly. You may take 10 on all skills that are affected by your Red Lore ability that you have ranks in, even during circumstances where this would normally not be allowed. In addition, once per day, you may take 20 on a skill affected by Red Lore, even if you have no ranks in it.

Avoidance: at 6th level, a red mage can avoid even magickal and unusual attacks with great agility. If a red mage avoids an attack that normally deals half damage on a miss, they instead take no damage. Avoidance can be used only if the red mage is wearing light armor, mystic armor or no armor. A helpless red mage does not gain the benefit of Avoidance.

Jack-of-All-Trades: At 10th level, a red mage can use any skill, even if the skill normally requires training to be used. At 16th level, the red mage considers all skills to be job skills. At 19th level, the red

53 mage can take 10 on any skill check, even if it is not normally allowed.

Improved Avoidance: At 11th level, a red mage’s Avoidance ability improves. You still take no damage on a miss against attacks that would otherwise deal half damage, but henceforth you take only half damage on a successful hit from an attack that would deal half damage on a miss. A helpless red mage does not gain the benefit of Improved Avoidance.

Moderate Mastery: As the red mage expands their repertoire of power, they become true experts at everything they do. At 11th and 16th level, you may choose one of the abilities from the list below: • High Spell: In order to choose this ability, you must have access to and know at least one Advanced Tier spell. You may learn one Heroic Tier spell from the same school of Magicks. For example, if you have access to Advanced Tier Black Magicks and know Fira, you may choose one Heroic Tier Black Magicks spell, such as Firaga. This spell does count toward your allotted known spells list and you must have a Magick of 16 in order to learn the spell. • Battle Studies: Your adept studies of the way combat works allows you to use your brain over brawn. You may now add your Magick modifier in addition to your Strength when determining attack and damage rolls and overcoming defenses. • Contact Magick: You can use your personal strength to empower your spells. You may add your Strength modifier to your Magick Accuracy and add your Strength modifier to any damage you deal with a spell you cast and for overcoming defenses.

Convert: At 14th level, when the need arises you can swap the values of your current HP and current MP as a standard action. You cannot use this ability if you have 0 MP. You can, however, use this ability if you have 0 or less HP, and are somehow still conscious.

Red Master: You are a Jack-and-Master-of-all-trades. You add half of your class level to all untrained skill checks, and your training bonus for any current skills you have a rank in increases to +6, instead of the usual +3. Furthermore, you receive a +4 bonus to all of the following rolls: Attack Rolls, Damage Rolls (including overcoming defenses), Resilience Saves, Statistic Checks, and Magick Attack Rolls and Damage Rolls.

Techniques

Basic Tier

Libra – Use: Action – You call upon months of reading and study to identify the vital health, defenses, elemental weakness, and strengths of your Foes. You can immediately discern all enemies’ within your light of sight’s maximum and current HP value, Evasion, Defenses, which elements (if any) it is weak against, and which elements (if any) it is strong against. Some enemies cannot be targeted with this ability.

Counterspell – Use: Reaction – You fight Fire with Fire. This Technique can only be used if you are targeted with a spell that you know. The spell being cast at you is resolved as usual, but as a Reaction, you may opt to cast the spell back at the caster, so long as you have the MP required for it. You may only make one Counterspell per round.

Spell Strike – Use: Action – MP Cost: See Text – You imbue your weapon with Magicks and use it to enhance your strike. Make a basic attack against your target, on a successful hit, deal damage as usual, in addition, you also immediately cast any Offensive Magicks spell you know and use it on the target of your attack (Such as Fire, or Blind), spending MP as usual. Spells with an Area of Effect are unleashed as normal with the target as the center point, but do not affect you.

Sticky Fingers – Use: Reaction – You catch the knife that was thrown at you. This technique can be used when an item that is now a projectile from a weapon or a weapon from the Thrown Weapon category is thrown at you and you have a free hand. You catch that item with your free hand. You cannot catch bullets or arrows with this technique.

Advanced Tier

54

Doublecast – Use: Action – MP Cost: See Text – You cast two spells in a row directly after each other. Choose two spells you know, you may cast both of them. They need not target the same area or enemy or even be different spells. You spend MP as usual for casting both spells.

Compression – Use: Action – You tighten your spell’s area to a single target to deliver a devastating blow. You may use this technique when you cast a spell that has an area of effect. That spell’s area is reduced to a single target, but you gain a +2 bonus to the Magick Attack roll, in addition, if the spell deals damage, you may increase the damage die by one (2D6 becomes 3D6, etc.).

Expansion – Use: Action – You surprise a group of enemies by spreading out a spell that would only have hit one of them. You may use this technique when you cast a spell that targets one person. That spell’s area is increased to a Burst 1, but you take a -2 penalty to the Magick Attack roll, in addition, if the spell deals damage, the damage die is decreased by one (2D6 becomes 1D6, etc). If the damage is already limited to one die, than the die roll is decreased to the next lowest die (D6 becomes a D4, etc.).

Archer’s Bane – Use: Reaction – You dodge an arrow. In order to use this technique, you must be attacked normally with a projectile launched from a Bow. The attack automatically misses.

Heroic Tier

Triplecast – Use: Action – MP Cost: See Text – You cast three spells in a row directly after each other. Choose three spells you know, you may cast all of them. They need not target the same area or enemy or even be the same spells. You spend MP as usual for casting all three spells.

Spellbreaker – Use: Passive – Near death, you put everything you have into your Magicks. This technique is activated whenever you enter the HP Critical state. As long as you are HP Critical, spells that deal (or heal) damage do their maximum damage.

Mad Science – Use: Action – MP Cost: 8 – You have no idea what this will do, only that it’ll help. Choose one ally within 10 squares that you have line of sight to or yourself. Roll a D10 and consult the table below. That ally or yourself gains the listed status or effect. For statuses with durations, or variables depending on caster level, use your caster level. 1. Protect – Cast Protect. 2. Shell – Cast Shell. 3. Haste – Cast Haste. 4. Reflect – Cast Reflect. 5. Berserk – Target is Berserk for the rest of the encounter. 6. Heal 2D6 HP 7. Vanish – Target is invisible until it attacks or until the end of the encounter. 8. Bravery – Cast Bravery. 9. Faith – Cast Faith. 10. Float – Cast Float.

Pierce – Use: Passive – MP Cost: 4 – With just a bit of added oomph, you can shatter your foe’s Magickal defenses. You can use this technique when you cast a spell at an enemy with the Shell or Reflect buffs. The buffs are ignored in terms of the spell you cast.

Legendary Tier

Scan – Use: Action – MP Cost: 18 – You swiftly conjure runes that exposes your enemy’s weakness and removes its strengths. This technique functions like Libra, with the following exceptions: This technique only targets one enemy. It removes all buffs that the targeted enemy enjoys, as Dispel, and functions even on enemies normally immune to Libra.

55 Truth – Use: Action – Out of , you channel the latent mist in the area to conjure something, anything. Roll a D20 and consult the table below, you may immediately cast the spell rolled at no MP cost. 1. Fire 2. Dark 3. Thunder 4. Gravity 5. Blizzard 6. Blind 7. Protect 8. Water 9. Berserk 10. Cure 11. Confuse 12. Aero 13. Shell 14. Rasp 15. Bane 16. Quake 17. Poison 18. Sleep 19. Oil 20. Holy

Fusion – Use: Action – You pack every offensive spell you can conceivably cast into one devastating package. This technique allows you to cast as many offensive spells you have the MP for at once, whilst following the rules below: The damage dice is the largest dice of the spells cast, meaning that if the strongest spell you cast deals damage in D10s, then every additional spell added adds more D10s to the damage, every offensive spell added increases the damage dice by an amount equal to it’s tier, 1 dice for Basic, 2 for Advanced, and 3 for Heroic, assuming you have the High Spell class feature. Spells that inflict status effects have the effects apply after damage is dealt. Regardless of the area of effect and range for the spells cast, this Technique can only target one creature within 12 squares of you. In order to determine elemental damages, divide the number of elements used by the total damage dice, this number represents how much damage each element does. The remainder of dice goes into the first elemental spell added.

Reflex – Use: Reaction – It’ll take a little bit more than that to hit you. This technique can be used whenever you are targeted by any basic attack. The attack automatically misses.

56 Soldier

Soldiers are competent warriors and mercenaries that live and die by the sword. Or axe. Or spear. Unlike paladins, they come from more varied routes. They could be mercenaries, guardsmen, thugs, army men, cadets, or just someone who needed a hobby. Able to wield a wide variety of weapons and armor, soldiers are feared men on the battlefield. In Ivalice, soldiers are looked upon as role models, who forge the sword and shield of their country.

Role

Soldiers belong on the frontline. With an array of techniques to keep the enemy’s attention, they make sure that the squishy wizards can do their job without the worry of a monster breathing down their back. Strength is clearly their most important Statistic, as it aids in wielding swords and weapons, overcoming defense, and in using their techniques. Vitality gives a soldier more health and allows him to stay alive even longer. Agility aids in their Evasion, making them even more frustrating combatants and keeping them alive.

Statistics

• Starting HP: 10 + Vitality Score • HP Gain per level: 5 + VIT Modifier • Starting MP: 4 + Magick Score • MP Gain per level: 2 + MGC Modifier • Starting Gil: 1000 Gil • Job Skills (2 + MND Modifier Skill Ranks per level): Athletics, Crafting, Dungeoneering, Endurance, Engineering, Perception, Pilot, Profession, Ride, Wordplay.

Job Features

The Soldier

Tier Level Accuracy Resilience Evasion Special Techniques Basic 1 +2 +2 +0 Bonus Augment 1 2 +3 +3 +0 Bonus Augment, Bravery +1 2 3 +3 +3 +1 Armor Training 2 4 +4 +4 +1 Bonus Augment 3 5 +4 +4 +1 Weapon Training 3 Advanced 6 +5 +5 +2 Bonus Augment, Shieldbearer, Bravery +2 4 7 +5 +5 +2 Armor Training 4 8 +6 +6 +2 Bonus Augment 5 9 +6 +6 +3 Weapon Training 5 10 +7 +7 +3 Bonus Augment, Bravery +3 6 Heroic 11 +7 +7 +3 Armor Training, Monkey Grip 7 12 +8 +8 +4 Bonus Augment 7 13 +8 +8 +4 Weapon Training 8 14 +9 +9 +4 Bonus Augment, Bravery +4 8 15 +9 +9 +5 Armor Training 9 Legendary 16 +10 +10 +5 Bonus Augment, Weapon of Choice 10 17 +10 +10 +5 Weapon Training 10 18 +11 +11 +6 Bonus Augment, Bravery +5 11 19 +11 +11 +6 Armor Training 11 20 +12 +12 +6 Bonus Augment, Weapon Master 12

57 Weapon and Armor Proficiency: simple weapons, light blades, heavy blades, weighted weapons, polearms, bows, light armor, heavy armor, and shields.

Bonus Augment: At 1st level, and at every even level thereafter, a soldier gains a bonus Augment chosen from the combat Augment list in addition to the Augments gained from regular advancement; essentially meaning that the soldier gets an Augment at every level.

Bravery: At 2nd level, the soldier gains a +1 bonus on Resilience Saves against Fear. This bonus increases by +1 for every four levels beyond 2nd.

Armor Training: Starting at 3rd level, a Soldier learns to be more maneuverable while wearing armor. Whenever you are wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Agility bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, 15th and 19th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Agility bonus allowed.

In addition, a Soldier reduces the movement penalty of armor by 1 at 7th level. This bonus increases to 2 at 15th level. The movement penalty can be reduced to a maximum of 0 this way (You can’t gain movement by using this ability).

Weapon Training: Starting at 5th level, the soldier can select one group of weapons with which you are proficient (such as Heavy Blades or Bows). Whenever you attack with a weapon from this group, you gain a +1 bonus on Accuracy and damage rolls. Every four levels thereafter (9th, 13th, and 17th), you become further trained in another group of weapons. You gain a +1 bonus on Accuracy and damage rolls (including overcoming defenses) when using a weapon from this group; in addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when you reach 9th level, you receive a +1 bonus on Accuracy and damage rolls with one weapon group and a +2 bonus on Accuracy and damage rolls with the weapon group selected at 5th level. A soldier also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the soldier’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.

Shieldbearer: Rare is the soldier who goes without a shield. At 6th level, a soldier who wields a shield adds half of the shield’s Base Evasion bonus to their Physical Defense.

Monkey Grip: At 11th level, a soldier becomes so proficient in the art of weaponry that you are strong enough to wield even 2 handed melee weapons in just one hand. Doing so means that you cannot add half of your strength score again to the damage you deal with a 2 handed weapon wielded in one hand.

Weapon of Choice: At 16th level, the soldier finds that he or she prefers one particular class of weapon, and has mastered the art of using it. Choose one type of weapon, such as a greatsword, axe, or spear. This weapon becomes your weapon of choice. Critical hit multipliers with this weapon increase by one (X2 becomes X3, X3 becomes X4). When a soldier who wields this weapon makes a basic attack, the soldier can make two attacks with that weapon with no penalty.

Weapon Master: At 20th level, the soldier’s skill with his chosen weapon is legendary. As long as the soldier wields his weapon of choice, he cannot be disarmed or disabled. All attacks made with his weapon of choice overcome all defenses, even Perfect Defense.

Techniques

Basic

First Aid – Use: Action – You hastily bandage together some injuries. Recover 1D6 HP.

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Rend Power – Use: Action – You bruise your enemy’s muscles, making his attacks weaker. Make a Basic Attack against your opponent, on a successful hit, that opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your STR Modifier) or suffer a -2 penalty to physical attack damage for the rest of the encounter.

Rend MP – Use: Action – “You honestly thought I’d let you cast that Blizzard again?” Make a Basic Attack against your opponent, on a successful hit; the damage dealt for this attack is also subtracted from the enemy’s current MP.

Rend Magick – Use: Action – This ought to bring that spell caster down a peg. Make a basic attack against your opponent, on a successful hit, that opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your STR Modifier) or suffer a -2 penalty to magick attack damage for the rest of the encounter.

Rend Speed – Use: Action – “Whoa! Slow down there!” Make a Basic Attack against your opponent, on a successful hit, that opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your STR Modifier) or suffer a -4 penalty to Speed for the rest of the encounter.

Rush – Use: Action – Your powerful blow sends your target reeling back. Make a Basic Attack against your opponent, on a successful hit, that opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your STR Modifier) or be pushed back 1 square directly away from you. If this attack is a critical hit, then the opponent is knocked back 2 squares and falls prone on a failed save.

Advanced

Blitz – Use: Action – You attack with nigh indefensible speed, but sacrifice the full strength of your attack. Make a Basic Attack against your opponent, your Accuracy for this attack is doubled, but the damage dealt is halved.

Beat Down – Use: Action – You wind up for a powerful strike that could easily rend your opponent apart, at the cost of accuracy. Make a Basic Attack against your opponent, your Accuracy for this attack is halved, in addition, you are treated as if you have and are using the Power Attack Augment when using this technique, even if you do not have it. Deal double damage on a successful hit.

Air Render – Use: Action – Your strike shatters the veil of the very air itself and rocks your target from a distance. Make a standard ranged attack against a target within 4 squares. On a successful hit, that target takes 1D8+AGI Mod damage. This technique ignores Physical Defense.

Wild Swing – Use: Action – You swing your weapon in a stylish, yet vicious circle, striking at every enemy around you. Make a Basic Attack against all adjacent enemies.

Back Draft – Use: Action – You recklessly throw yourself at your opponent like a meteor. Make a basic attack against your opponent and deal 1.5X damage on a successful hit. You then take ¼ of the damage dealt.

Provoke – Use: Action – “WHAT DID YOU SAY!?” Choose an enemy that can see and hear you. That enemy must make a Resilience Save (DC 10 + 3 Per Character Tier + Your STR Modifier) or be inflicted with Berserk for 1D4 Rounds. The afflicted enemy must choose you as its target while it is Berserk unless you fall unconscious or the enemy sees that you are otherwise out of the encounter, in which case Berserk functions normally.

Heroic

Aurablast – Use: Action – Your strike creates a small explosion of air. This technique functions like

59 Air Render, except it is a burst 1 instead of just a single target.

Greased Lightning – Use: Action – Your attack strikes so quickly that your foe can’t even react to it. Make a Basic Attack. Your target cannot activate any Reactions regards to this attack (Such as Counter or Archer’s Bane).

Armor Crush – Use: Action – Your strike weakens your opponent’s defenses. Make a Basic Attack against your opponent, on a successful hit, that opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your STR Modifier) or suffer a -2 Penalty to its physical defense for the rest of the encounter.

Mind Crush – Use: Action – Your strike makes your foe more susceptible to Magicks. Make a Basic Attack against your opponent, on a successful hit, that opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your STR Modifier) or suffer a -2 Penalty to its magick defense for the rest of the encounter.

Shield Slam – Use: Action – Bonk! You must be wielding a shield to use this technique. Make a Basic Attack against your opponent that deals 1D6+ your STR mod damage. On a successful hit, the target is pushed back one square and must make a Resilience Save (DC 10 + 3 Per Character Tier + Your STR Modifier) or fall prone and be Stunned for 1d4+1 rounds.

Opportunity Attack – Use: Reaction – You strike your foe as it attempts to move away from you. This technique can only be used when an opponent attempts to leave a square within reach of a melee weapon you are wielding. Make a basic attack against that opponent.

Legendary

Soul Crush – Use: Action – You unleash the perfect attack against perfect defense. Make a Basic Attack against your opponent. On a successful hit, this attack ignores all defenses and your opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your STR Modifier) or suffer a -4 Penalty to all of its defenses for the rest of the encounter.

Lifetap – Use: Action – You crush your foe with a defense-shattering blow. Make a Basic Attack against your opponent. On a successful hit, instead of dealing damage, the opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your STR Modifier) or have it’s current HP reduced by half.

Bonecrusher – Use: Reaction – You counter with a bone shattering attack. This technique can only be used when an enemy adjacent to you targets you with any attack. The attack is resolved as usual, after which you may make a basic melee attack against that enemy that deals 50% more damage on a successful hit.

Bitter End – Use: Action – MP Cost: 20 – You unleash a flurry of relentless blows that are easily capable of taking an opponent out of the fight. Make four basic attacks against one opponent. For each successful hit, increase the damage die of the next attack by one (1D8 becomes 2D8 becomes 3D8 and finally 4D8 with four successful hits, this does extend to bonus damage, if any). On 2 successful hits, the opponent is stunned for one round. On 3 successful hits, the opponent is also disabled for 2 rounds. On 4 successful hits, the opponent is knocked back 2 squares, falls prone, and is immobilized for 2 rounds. Critical Hits do not knock the target back until the end of the technique.

Ultima Charge – Use: Action- MP Cost: 50 – Your weapon shines with an overwhelmingly powerful light, letting your next foe know that they are about to enter a world of pain. You must be wielding a Melee Weapon. Make a basic attack against your foe. This attack ignores all defenses. Deal 10D10+50 points of damage on a successful hit.

60 Thief

Sly tricksters that specialize in getting what other people don’t want them to get, thieves are a varied lot, ranging from street urchins to treasure hunters and travelers. Some steal just to survive while others see it as sport. Some steal from the corrupt and wealthy, others from anyone who isn’t paying attention. Whatever their reason, thieves are skilled and nimble combatants, who do what their job implies. They can steal the weapon out of a foe’s hand, the pouch on their belts, or their lives with devastating sneak attacks.

Role

Thieves are strikers, circling the battle to look for an enemy who isn’t paying attention and then strike at them. They easily maneuver the battlefield, dodging blows and distracting enemies. Agility is their most important Statistic, as their skills, techniques, and lightly armored frames rely on it. Mind is also helpful, as smart and advanced thieves can be even better at their jobs by cleverly stealing things that shouldn’t be physically possible to steal…

Statistics

• Starting HP: 8 + Vitality Score • HP Gain per level: 4 + VIT Mod • Starting MP: 6 + Magick Score • MP Gain per level: 3 + MGC Modifier • Starting Gil: 800 Gil • Job Skills (8+ MND Modifier Skill Ranks per level): Acrobatics, Athletics, Bartering, Crafting, Dungeoneering, Engineering, Insight, Perception, Pilot, Profession, Stealth, Streetwise, Thievery, Wordplay.

Job Features

The Thief

Tier Level Accuracy Resilience Evasion Special Techniques Basic 1 +2 +0 +3 Sneak Attack +1d6, Trapfinder 1 2 +3 +0 +3 Avoidance, Talent 2 3 +3 +1 +4 Sneak Attack +2d6, Trap Sense +1 2 4 +4 +1 +4 Talent, Caution 3 5 +4 +1 +5 Sneak Attack +3d6 3 Advanced 6 +5 +2 +6 Talent, Trap Sense +2, Pathfinder 4 7 +5 +2 +6 Sneak Attack +4d6 4 8 +6 +2 +7 Improved Caution, Talent 5 9 +6 +3 +8 Sneak Attack +5d6 Trap Sense +3 5 10 +7 +3 +8 Advanced Talents, Talent 6 Heroic 11 +7 +3 +9 Sneak Attack +6d6, Safeguard 7 12 +8 +4 +9 Talent, Trap Sense +4 7 13 +8 +4 +10 Sneak Attack +7d6 8 14 +9 +4 +10 Talent 8 15 +9 +5 +11 Sneak Attack +8d6, Trap Sense +5 9 Legendary 16 +10 +5 +12 Talent, Trick Attack 10 17 +10 +5 +12 Sneak Attack +9d6 10 18 +11 +6 +13 Talent, Trap Sense +6 11 19 +11 +6 +14 Sneak Attack +10d6 11 20 +12 +6 +15 Master Thief, Talent 12

Weapon and Armor Proficiency: Simple weapons, light blades, martial weapons, thrown weapons, and light armor

Sneak Attack: If a thief can catch an opponent off-guard, then you can strike a vital spot for extra damage. Whenever your opponent grants Combat Advantage (E.I. It’s Flanked, Prone, Helpless,

61 Stunned, Etc.) you can deal a sneak attack. This extra damage is 1d6 at 1st level, and increases by 1d6 every two Thief levels thereafter. This damage overcomes any Resistances or Defense the mark may have to the damage dealt, and is not affected by any modifiers or critical hits. Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a weapon that deals nonlethal damage (like an improvised weapon, or an unarmed strike), a Thief can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.

The thief must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A Thief cannot sneak attack while striking a creature with concealment.

Trapfinder: A thief adds ½ of its level to Perception skill checks made to locate traps and to Thievery skill checks made to disarm them (minimum +1).

Avoidance: at 6th level, a thief can avoid even magickal and unusual attacks with great agility. If a thief avoids an attack that normally deals half damage on a miss, they instead take no damage. Avoidance can be used only if the thief is wearing light armor, mystic armor or no armor. A helpless thief does not gain the benefit of Avoidance.

Talent: At 2nd level, a thief starts learning a slew of helpful abilities that aid in and out of combat. You gain an additional Talent for every 2 levels of thief attained after 2nd level. A thief cannot select an individual Talent more than once. Talents marked with an asterisk (*) add effects to your sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made. The Thief Talents are as follows: • Bleeding Attack*: A thief with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the thief’s sneak attack (i.e. 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage (Such as a Cure spell or a Potion). Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any defenses the creature might possess. • Combat Trick: A thief that selects this talent gains a bonus Combat Augment (see Augments). • Fast Stealth: This ability allows a thief to move at full speed using the Stealth skill without penalty. • Finesse: A thief that selects this talent gains Weapon Finesse as a bonus Augment. • Initiative: A thief that selects this talent gains a +4 competence bonus to their speed. • Ledge Walker: This ability allows a thief to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a Thief with this talent is not flat-footed when using Acrobatics to move along narrow surfaces. • Minor Magicks: Choose a Basic Tier spell from the Black or Arcane Magicks spell list. You learn that spell and can cast it as a black mage would. You must have a Magick score of at least 12 in order to select this talent. • Quick Disable: It takes a thief with this ability half the normal amount of time to disable a trap using the thievery skill (minimum 1 round). • Bounce Back: Once per day, a thief with this ability can gain a number of temporary hit points equal to the thief’s level. Activating this ability is a passive action that can only be performed when you are brought to below 0 hit points. This ability can be used to prevent you from dying. These temporary hit points last for 1 minute. If the thief’s hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and continue dying as normal. • Rogue Crawl: While prone, a thief with this ability can move at full speed, but cannot run. • Jump Up: A thief with this ability can stand up from a prone position as a passive action. • Surprise Attack: During a surprise round, opponents are always considered to be granting Combat Advantage to a thief with this ability, even if they have already acted. • Trap Spotter: Whenever a thief with this talent comes within 10 feet of a trap; you receive an immediate Perception skill check to notice the trap. The GM makes this check in secret. • Weapon Training: A thief that selects this talent gains ‘’Weapon Focus’’ as a bonus Augment.

Trap Sense: At 3rd level, a thief gains an intuitive sense that alerts you to danger from traps, giving you a +1 dodge bonus to Evasion against attacks made by traps. These bonuses rise to +2 when the Thief reaches 6th level, to +3 when you reach 9th level, to +4 when you reach 12th level, to +5 at 15th, and to +6 at 18th level.

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Caution: Starting at 4th level, you can react to danger before your senses would normally allow you to do so. You retain your Agility bonus to Evasion (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Agility bonus to Evasion if immobilized.

If you already have Caution from a different job, you automatically gain Improved Caution instead (see below), and the levels from the job that grants Caution stack to determine the minimum level required to flank you.

Pathfinder: At 6th level, a thief becomes adept at spotting not only traps, but hidden and secret passages as well. When a thief comes within 10 feet of a secret passage or doorway, the thief automatically gets a Perception check to spot it. In addition, the thief gains their Trapfinder bonus to spotting traps added to this Perception check.

Improved Caution: A thief of 8th level or higher can no longer be flanked. This defense denies a different thief the ability to sneak attack the character by flanking her, unless the attacker has at least four more thief levels than the target does.

If a character already has Caution (see above) from another class, the levels from the classes that grant Caution stack to determine the minimum thief level required to flank the character.

Advanced Talents: At 10th level, and every two levels thereafter, a thief can choose one of the following advanced talents in lieu of a regular thief Talent.

• Crippling Strike*: A thief with this ability can sneak attack opponents with such precision that your blows weaken and hamper them. An opponent damaged by one of your sneak attacks also takes 2 points of Strength damage. • Defensive Roll: With this advanced talent, the thief can roll with a potentially lethal blow to take less damage from it than you otherwise would. Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), you can attempt to roll with the damage. To use this ability, the thief must attempt a Resilience Save (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute the defensive roll—if you are denied Agility bonus to evasion, you can’t use this ability. Since this effect would not normally allow a character to make a save for half damage, your avoidance ability does not apply to the defensive roll. • Dispelling Attack*: Opponents that are dealt sneak attack damage by a thief with this ability are affected by Dispel. The caster level for this ability is equal to the thief’s level. A thief must have the major magic talent before choosing dispelling attack. • Improved Avoidance: This works like Avoidance, except that while you still take no damage on a miss against attacks that would otherwise deal half damage, henceforth you take only half damage on a successful hit from an attack that would deal half damage on a miss. A helpless thief does not gain the benefit of Improved Avoidance. • Major Magicks: Choose an Advanced Tier spell from the Black or Arcane spell list. You learn that spell and can cast it as a Black Mage would. You must have a Magick score of at least 14 to select this talent. • Skill Mastery: The thief becomes so confident in the use of certain skills that you can use them reliably even under adverse conditions. Upon gaining this ability, you select a number of skills equal to 3 + your Mind modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. A thief may gain this special ability multiple times, selecting additional skills for skill mastery to apply to each time. • Slippery Mind (Ex): This ability represents the thief’s ability to wriggle free from magickal effects that would otherwise control or compel you. If a thief with slippery mind is affected by an effect that would either give you the Confused, Charmed, Berserk, or other mind-effecting statuses, and fail your resilience save, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on the saving throw. • Augment: A thief may gain any Augment that you qualify for in place of a thief talent.

Safeguard: A good thief knows how to hold on to not only what they steal, but what they could have stolen from them. At 11th level, any and all attempts for another person to use the Thievery against you to pilfer an item on your person fails. In addition, if you have clear line of sight to anyone using Thievery to steal an item, you immediately see the attempt.

Trick Attack: The best thief knows how to deal damage and make it look like someone else did it. At 16th level, when a thief makes a Sneak Attack from a flanking position with an ally, they may instead as their Action declare a Trick Attack on their target. The thief does not attack the target on their

63 turn, but on their ally’s turn if the ally attacks the thief’s target, the thief may then, as a reaction, make a Trick Attack, which is treated as a basic attack. On a successful hit, the Trick Attack is considered a critical hit (in addition to sneak attack damage) that came from the ally, instead of the thief.

Master Thief: Nothing in Ivalice is safe from your grasp. At level 20, any Stealth and Thievery checks you make are considered to be natural 20s. In addition, whenever you make a sneak attack, you may make a Master Strike and add one of the three following effects to the attack: Sleep for 1D4 hours, Immobilized and Disabled for 2D6 rounds, or slain. Regardless of the effect chosen, the target gets a Resilience Save to negate the additional effect. The DC of this save is equal to 10 + 3 Per Character Tier + your Mind modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is made, that creature is immune to that thief’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.

Techniques

Basic Tier

Dash – Use: Passive – You dart across the battlefield before anyone else reacts. This technique can be used any time an encounter starts. You go first, regardless of your speed. After the first round, you move in accordance to your speed as normal. If another creature in combat has a similar ability or technique that allows them to go first, both creatures must roll off as normal.

Flee – Use: Action – A good Thief knows that outrunning those he or she steals from is always first priority. Use this technique before you make a Move Action. When you move, you move at your Movement +2, this movement ignores difficult terrain and is not effected by Athletics or Acrobatics checks (I.E. When climbing a surface or swimming, you’re not reduced to half of your speed).

Steal – Use: Action – You swipe some random object from your opponent’s pouch in the midst of combat. Make a Thievery check against an adjacent opponent with a DC equal to 10 + The Opponent’s HD or Level + The Opponent’s Agility Modifier + The Opponents Perception Skill Bonus. Success grants you one random object chosen from the Opponent’s possessions that the opponent is not currently wielding or wearing. If no such possessions are available, this technique fails.

Razor’s Edge – Use: Action – With a bit of focus, you concentrate entirely on becoming untouchable on the battlefield. You gain a +4 Dodge bonus to your Evasion until the end of the encounter.

Distraction – Use: Action – “Hey! Look over there!” Choose one enemy within 4 squares of you. That enemy must make a Resilience Save (DC = 10 + 3 Per Character Tier + Your MND Modifier) or grant Combat Advantage to you until the end of your next turn.

Counter – Use: Reaction – Your enemy attacks you, but you are ready for him. This technique can only be used when an enemy adjacent to you targets you with any attack. The attack is resolved as usual, after which you may make a basic melee attack against that enemy. You cannot use Sneak Attack with a Counter.

Advanced Tier

Clever Strike – Use: Action – As long as your ally distracts your foe, you can land devastating blows. This Technique can be used against a foe adjacent to an ally. Make a Basic Attack. Sneak Attack can apply to this attack.

Salvage – Use: Passive – Waste not. This technique can be used whenever you successfully disarm a trap. You gain one piece of loot for successfully doing so; the loot acquired is at the GM’s discretion.

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Mug – Use: Action – You stab your opponent before making off with one of his valuables. You must have Steal to learn this technique. This technique functions as Steal, but in addition you may make a basic attack against the target.

Shadow Stalk – Use: Action – Your strike ensures that the opponent can do nothing against it. Make a basic attack against your opponent; sneak attack can apply to the damage. Your target cannot activate any Reactions regards to this attack (Such as Counter or Archer’s Bane).

Life Of Crime – Use: Action – The more you swipe from your opponents, the deadlier you get. You must know the Steal technique in order to learn this technique. Make a basic attack against your opponent, the damage for this attack increases by one damage die for every time you have successfully used the Steal technique in this encounter (e.g. if you have successfully stolen two items and your attack normally deals 1D6 Damage, it instead deals 3D6). Sneak attack can be applied to this technique, but the damage die for sneak attack is not increased.

Swarmstrike – Use: Action – A poisoned blade never hurt anyone. You must be wielding a slashing or piercing weapon to use this technique. Make a basic attack against an opponent. In addition to the damage dealt, that opponent must make a resilience save (DC = 10 + 3 Per Character Tier + your AGI mod) or contract poison until the end of the encounter.

Heroic Tier

Pilfer Health – Use: Action – You somehow swipe your opponent’s life force. Make a basic attack against an opponent. You regain HP equal to the damage you deal. Sneak Attack cannot apply to this technique. You cannot gain HP above your maximum amount using this technique

Pilfer Mist – Use: Action – You somehow swipe the strength of your opponent’s tie to the Mist. Make a basic attack against an opponent. This attack damages MP instead of HP. You regain MP equal to the damage you deal. Sneak Attack cannot apply to this technique. You cannot gain MP above your maximum amount using this technique.

Snigger – Use: Action – Hee hee. Choose a target that is within 10 squares of you who can hear you. That target must make a Resilience Save (DC = 10 + 3 Per Character Tier + your MND modifier) or become Berserk until the end of the encounter. If you attack the opponent you made berserk, you can apply sneak attack damage to it without the need for flanking or combat advantage.

Traumatize – Use: Action – You make your foe’s pain go from bad to worse. Make a basic attack against your opponent. This attack deals an extra 2 die of damage for every status ailment your target possesses (e.g. if the target is poisoned, 1D6 becomes 3D6. If the target is poisoned and confused, then 1D6 becomes 5D6). Sneak attack damage can also benefit from this technique, in addition to the normal damage.

Vanish – Use: Action – You fade into the background. Become Invisible until your next attack or until the end of the encounter.

Feint – Use: Action – You confuse, confound, and seriously hamper your foe, making him a ridiculously easy target. Choose a foe adjacent to you, that foe must make a Resilience Save (DC = 10 + 3 Per Character Tier + your MND modifier) or suffer a -10 penalty to its Evasion for 1D4 rounds. You can freely make Sneak Attacks against a Feinted opponent without the need for flanking or combat advantage.

Legendary Tier

Borrowed Time – Use: Action – Time is a precious thing, so why waste your own when you can take

65 it from others? Make a basic attack against an opponent. Instead of dealing damage, that opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + your MND modifier) or be Stopped for 1d4+1 rounds. You gain the Haste status for an equal amount of rounds.

Despoil – Use: Action – It’s just a really bad day for your target. You must know Mug to learn this technique. This technique functions like Mug, except that you are considered to have rolled a 20 on your thievery check for the Steal, and your opponent must make a Resilience Save (DC = 10 + 3 Per Character Tier + your MND modifier) or be afflicted with one random status ailment from the list below until the end of the encounter (roll a D6 to determine the status). If Sneak Attack is applied to this technique, roll for two status ailments, rerolling if you get the same result. 1. Venom. 2. Slow. 3. Disabled. 4. Immobilized. 5. Confused. 6. Sleep.

Soul Swipe – Use: Action – MP Cost: 30 – Eyes are the windows to the soul, and thieves like to break windows and steal what’s inside. Make a basic attack against an opponent. On a successful hit, instead of damage the target must make a Resilience Save (DC = 10 + 3 Per Character Tier + your MND modifier) or be afflicted with Doom 3. Targets immune to instant death effects are immune to this technique. If you successfully Doom your target, you gain Auto-Life until the end of the encounter.

Assassin’s Charge – Use: Action – MP Cost: 16 – You dash forward and viciously tear apart your opponents. Move 3 squares. You may make 3 basic melee attacks against any opponents adjacent to you at any point during this movement. Sneak Attack can apply to these attacks if circumstances allow it. If you have the Dual Wield augment and are wielding two weapons, you may make 5 attacks instead of 3.

Reflex – Use: Reaction – It’ll take a little bit more than that to hit you. This technique can be used whenever you are targeted by any basic attack. The attack automatically misses.

66 White Mage

Supportive spell casters that focus on healing and buffing the party, white mages keep the party moving and alive, and as such are valuable assets. Many white mages are who they are because of duty to their church or because they feel the drive to aid others. They are respected in the world of Ivalice for being able to aid others and to guide them.

Role

White mages are supportive, using healing and defensive Magicks to keep the party alive and to make their jobs easier. When not healing, they can lend a hand in combat with debuffing Green Magicks, and by using blunt weapons, but not very effectively. Magick is an important Statistic to white mages, as it provides more MP and it affects their spells. Spirit is tied to some of their techniques and some of their potential spells, making it a fine ability to focus on.

Statistics

• Starting HP: 6 + Vitality Score • HP Gain per level: 3 + VIT Modifier • Starting MP: 10 + Magick Score • MP Gain per level: 5 + MGC Modifier • Starting Gil: 600 Gil • Job Skills: (2 + MND Modifier Skill Ranks Per Level): Crafting, Heal, History, Insight, Magicks, Nature, Profession, Wordplay.

Job Features

The White Mage

Tier Level Accuracy Resilience Evasion Special Techniques Spells Pray 1D6, White Lore, Cure, Basic 1 +1 +2 +0 1 3 Prestidigitation 2 +2 +3 +0 - 1 4 3 +2 +3 +1 Pray 2D6 1 4 4 +2 +4 +1 Perfect Health 2 5 5 +3 +4 +1 Pray 3D6 2 5 Advanced 6 +3 +5 +2 Blessed Arms 3 7 7 +4 +5 +2 Pray 4D6 3 8 8 +4 +6 +2 Divine Caress 3 9 9 +4 +6 +3 Pray 5D6 4 10 10 +5 +7 +3 Improved Perfect Health 4 11 Heroic 11 +5 +7 +3 Pray 6D6, Mist Flow 5 13 12 +6 +8 +4 - 5 14 13 +6 +8 +4 Pray 7D6 5 15 14 +6 +9 +4 - 6 16 15 +7 +9 +5 Pray 8D6 6 17 Legendary 16 +7 +10 +5 Timeless Body, Serenity 7 19 17 +8 +10 +5 Pray 9D6 7 20 18 +8 +11 +6 - 7 21 19 +8 +11 +6 Pray 10D6 8 22 20 +9 +12 +6 Channeling 8 24

Weapon and Armor Proficiency: simple weapons, weighted weapons (except for axes), mystic weapons, light armor, mystic armor

Spells: White mages begin play knowing 3 spells, which can be chosen from the White and Green

67 Magicks spell lists. Once you have chosen your spells, they cannot be changed. As you gain white mage levels, you learn new spells. White mages can only choose spells within or below their Tier, (It’s impossible for a Basic Tier white mage to choose a Heroic spell, for instance, but it is acceptable for a Heroic Tier white mage to choose a Basic Tier spell.)

In order for you to cast a spell, you must have a Magick score of at least 12. For every Tier beyond Basic, you must have a Magick score 2 higher than 12 (14 for Advanced, 16 for Heroic, and 18 for Legendary).

White Lore: Spells cast by white mages are powerful. When you cast a spell from the White or Green Magicks spell list that deals or heals damage, add your white mage level to the damage dealt or healed up to a maximum of the Spell’s tier level (+5 for Basic, +10 for Advanced, and so on). This bonus damage does not factor into overcoming Magick Defense. In addition, white mages are reputed masters of healing, and add their class level to their Heal skill check.

Pray: A white mage’s main purpose in the party is to keep everyone alive at all costs and destroy the undead that plague Ivalice. As an Action, a white mage can utter a sacred prayer that revitalizes your allies or harms the undead. Praying creates a burst of holy energy that affects all allies or undead within a 6 Square radius centered on the white mage. Praying restores 1D6 HP to all allies within the burst. Alternatively, undead within the burst must make a Resilience Save (DC 10 + 3 Per Character Tier + Your SPR Modifier) or take 1D6 points of damage. This die increases at every odd level of white mage. You may choose to include or exclude yourself from the effects of a Prayer.

Cure: All White Mages begin play knowing the Cure Spell. This does not count towards a white mage’s total amount of spells known.

Prestidigitation: Mages of any sort are practiced in using Magicks to aid in many differing endeavors. Using Magicks in mundane, everyday occurrences is known as Prestidigitation, a catchall term for different uses of Magicks. Uses of Prestidigitation include but are not limited to: summoning forth a bright light (6 Squares) on an object, such as the tip of a staff, or a hat, or a rock, lighting and snuffing torches and small campfires, cleaning food, water, surfaces, etc., lifting up to 5 pounds of material 4 squares away from you and bringing to your hands, opening or closing an unlocked container or door, creating light and special effects, and other various cosmetic or creative effects. Really the only limits Prestidigitation has is that it cannot be used to deal or heal damage, interrupt spell casting, emulate a spell or spell effect or even be used for combat purposes at all. It cannot be used to accomplish high-end magickal effects or stimulate a response from or alter magickal items. Prestidigitation is simply tricks and effects used to make life easier for the humble and lazy mage.

Perfect Health: White mages are always impeccably clean and healthy. At 4th level, you gain immunity to the Disease status effect.

Blessed Arms: At 6th level, your presence in a fight is a sign of light and holiness, and you may freely cause your allies attacks to be infused with holy power to smite your enemies. As a passive action, whenever you or an ally within 4 squares of you attacks an enemy with a weapon, you may cause that attack to deal Holy elemental damage instead of regular damage, forcing it to overcome Magickal Defense instead of Physical Defense. Weapons that deal bonus elemental damage still deal that listed damage. In addition, if Blessed Arms is used against an undead creature, the attack deals an additional 1D6 Holy damage to the undead.

Divine Caress: At 8th level, white mages work to ensure that status effects won’t repeat themselves on an ally. Whenever you cast a spell that removes a status effect or status effects, the target or targets of that spell gain a +4 bonus on their next save to resist the removed status or statuses until the end of the encounter. This affect is a one-time bonus and only applies to the statuses removed by the spell. Once another save has been made against the status, the bonus disappears.

68 Improved Perfect Health: At 10th level, your Perfect Health ability improves and your body becomes immune to more ailments. You gain immunity to the Poison (and Venom) status effect.

Mist Flow: At 11th level, your body becomes a conduit for the Mist, and Magicks easily flows through you. During an encounter, your MP regenerates at a slow rate. At the beginning of your turn, you regenerate MP equal to your MGC modifier. And your MP is completely restored after a short rest, as opposed to an extended one.

Timeless Body: At 16th level, your body becomes immune to the ravages of time and age, and you no longer take Statistic penalties for aging. You still gain the Statistic bonuses and still die when your time is up. In addition, white mages who reach this level of power become gifted with naturally longer lives, and increase their maximum age by 50% (i.e. A Hume that would live to be 100 instead lives to be 150).

Serenity: At 16th level, your spells become truly powerful if you can focus on them. As long as you are at full health, any spells cast by you that deal or heal damage deal or heal an additional 20% (X1.2) more damage, rounded down.

Channeling: At 20th level, you become so adept at casting spells that MP becomes less of a limit. The MP costs of all spells cast by you are halved.

Techniques

Basic

Libra – Use: Action – You call upon months of reading and study to identify the vital health, defenses, elemental weakness, and strengths of your foes. You can immediately discern all enemies within your light of sight’s maximum and current HP value, Evasion, Defenses, which elements (if any) it is weak against, and which elements (if any) it is strong against. Some enemies cannot be targeted with this technique.

Divine Seal – Use: Move – You weave together a holy rune before casting a spell through it, amplifying its power. After using this technique, the next spell you cast is more potent than usual. If your next spell heals damage, increase the damage by +4. If your next spell causes a negative status effect, the save DC for that check is increased by 2 (DC 14 becomes DC 16). If your next spell does damage and causes a negative status effect, then apply both modifiers mentioned above to the spell. This effect only applies to one spell you cast, and it must be the first spell you cast after using this Technique.

Infuse – Use: Action – You sacrifice your remaining Mist power to greatly heal your Ally. Reduce your MP to 0. One ally you can see within 12 squares of you is healed for twice the amount of MP sacrificed.

Healthgiver – Use: Move – With a little bit of focus, you modify your spells to affect your allies around you. The next spell you cast that targets an ally is instead a burst 2 centered on you that targets all allies in the burst, including you. For instance, Protect is instead a burst 2 centered on you, that grants the spell’s effect to all allies within the burst.

Advanced

Spellbound – Use: Action – MP Cost: 5 – You place an arcane rune on yourself or an ally who is enjoying a positive boost, making the status last longer. This Technique can be used only when a single positive status effect is placed upon you or an ally within 5 squares of you. The status in

69 question lasts 50% longer than usual. This Technique only applies once to a single status, but can be used for another status that is not already Spellbound. For a status with the descriptor “for the rest of encounter” and a Spellbound effect is placed on it, the status carries over to the next encounter if the character receiving the benefit of the status does not take an extended rest. The status is removed at the end of the next encounter.

Hexed – Use: Action – MP Cost: 5 – You place a dark curse on an afflicted enemy, prolonging its suffering. This Technique can be used only when a single negative status ailment is placed upon a unit within 5 squares of you. The status in question lasts 50% longer than usual. This Technique only applies once to a single status, but can be used for another status that is not already Hexed. For a status with the descriptor “for the rest of encounter” and a Hexed effect is placed on it, it carries over to the next encounter if the target (assuming it survives) does not take an extended rest. The status ends at the end of the next encounter.

Swift Casting – Use: Move – You hastily weave together Magicks as the situation calls for it. This technique can be used whenever you use a Magicks with a casting time of an action. Increase the MP cost of this spell by 50% and cast the spell as a move action; you cannot use an action to cast a spell in the same round you use Swift Casting.

Shades of White – Use: Action – You may be out of MP, but that doesn’t mean you still can’t help. Roll a 1D6 and consult the table below, you may immediately cast the spell rolled at no MP cost. 1. Protect 2. Shell 3. Bravery 4. Faith 5. Null 6. Tranq

Heroic Tier

Manafont – Use: Passive – You channel the Mist in a moment of perfection to cast a single spell when it counts. This technique can only be used once per encounter. Use this technique when you cast a spell. That spell has a MP cost of 0. However, using this technique effectively severs your tie to the Mist temporarily, and you are considered Silenced for 1D4 rounds (but can still speak). In addition, you cannot gain MP through the use of MP restoring abilities or items until the Silence effect wears off.

Barrier – Use: Action – MP Cost: 16 – You erect a protective, mobile barrier around you and your allies. This barrier lasts for a number of rounds equal to your Spirit modifier, has a burst radius of 2 squares, and moves with you. You and all creatures within the barrier are treated as though you cast Protect and Shell of them for as long as the barrier remains active and they are in it. Defense bonuses do stack if allies already have Protect or Shell cast upon them.

Sacrifice – Use: Action – You unburden your soul for the sake of your friends. Reduce your HP to 0. All allies within 10 squares of you are fully healed and have their status ailments removed, as Esunaga.

Absorb MP – Use: Reaction – You turn your pain into fuel for your next spell. Use this technique as you take damage from a spell. You regain MP equal to half of the damage taken; you cannot go above your maximum MP limit when regaining MP using this method.

Legendary Tier

Benediction – Use: Action – MP Cost: See text – You proclaim a sacred prayer and gaze skyward, summoning forth a blast of holy energy that revitalizes your allies and decimates your enemies. You

70 must have maximum MP to use this technique. Reduce your MP to 0. All allies within 10 squares of you have their HP fully restored and are relieved of all status ailments, as Esunaga, this even includes and heals KO’d allies, but not dead ones. All enemies within 10 squares of you must make a Resilience Save (DC = 10 + 3 Per Character Tier + your SPT mod) or take 6D10+30 Holy Damage, which overcomes Magick and Perfect Defenses, and have all of their positive statuses removed, as Dispel.

Evade Magick – Use: Reaction – You dodge lightning… and Fire, and Blizzard, and… This technique can be used when you are targeted by any spell (i.e. the spell must be one learned from a provided spell list) that deals HP (or MP) damage. The spell automatically misses you or otherwise fails to affect you.

Degrees of White – Use: Action – Even when you’re low on MP, you manage to be a great asset to the party. Roll a 1D6 and consult the table below, you may immediately cast the spell rolled at no MP cost. 1. Protectga 2. Shellga 3. Valor 4. Belief 5. Reraise 6. Holy

71 Chapter Five: Advanced Jobs & Multi-classing There are some who go above and beyond heroics and the call of duty, some who pursue advanced teachings and callings, some who specialize in uncommon and different fields. These people usually have Advanced Jobs. Advanced Jobs are to Ivalice Alliance what Prestige Classes are to Dungeons & Dragons: jobs that specialize in a different, more unique purpose. Advanced Jobs are named so because most of them cannot be taken at first level, or, indeed, in the Basic Tier. All of them have certain requirements that must be met before your character can obtain levels in them. Most Advanced Jobs are acceptable in any campaign, but it’s always a good idea to consult with your GM before necessarily making your character a Ninja in a game about political intrigue and discussion.

Advanced Jobs are formatted similarly to the core jobs presented in this book, with the following exceptions: • Since a character cannot start at first level as an Advanced Job, the corresponding statistics related to starting characters have been removed, such as Starting HP/MP and Gil. • All Advanced Jobs have a “Requirements” quota that must be met before a character can even take a single level in the job. Once a character meets the requirements, he or she may take his or her first level in that Advanced Job whenever he or she wishes. • No Advanced Jobs have more than 10 levels. Advanced Jobs are meant to specialize your character into a certain field without greatly derailing them from their original calling. Most Time Mages, for instance, still rely on their roots as a Black or Red mage to see them through most offensive combat situations. • Regardless of how soon or quickly you meet the requirements; you cannot take levels in an Advanced Job until you make the Advanced Tier (level 6+). This does mean that your level 6 job can be an advanced tier job, (A level 5 Gunner going into level 6 as an Alchemist, for instance.)

Multi-Classing

In Ivalice it is not uncommon for heroes to take on multiple professions, in fact, it’s really the only way to play the game beyond level 20. As such, whenever your character levels up, he or she make level into whichever job he or she wishes. Typically most characters stick to the job they already have for the betterment of the party and for their abilities, after all, if a Black Mages chooses to level in, say, Soldier, then that Black Mage will never get the chance to learn Channeling unless the campaign goes above 20 levels. This is the only real penalty for multi-classing; Ivalice is a world rife with diversity and opportunity, and it would seem unfair to limit the players in the scope of who they want their character to be because of job limitations.

When multi-classing into a new job for the first time, treat the job as though you were merely leveling up in it and not starting as a 1st character level. Hence, you don’t add the starting HP/MP values to your HP/MP, but instead the HP/MP gained per level values. Neither do you gain that job’s starting gil. However, you do gain that Job’s Skills, Features, Bonuses, and Proficiencies, as usual.

72 The Advanced Jobs of Ivalice are as follows:

Alchemist

Potions have to come from somewhere, do they not? Ivalice is a world rife with tecknological and magickal wonders, and Alchemists are dedicated solely to the cause of studying, analyzing, and manipulating these wonders in fantastick ways. Far from simple “potion makers”, Alchemists utilize the entire plethora of reagents, relics, remnants, and restoratives Ivalice has to offer to make tecknological miracles happen at the workbench and through their custom-made hand-cannons. Though they aren’t mages per se, they can craft so many amazing, wonderful tools and trinkets that they might as well be.

Role

Alchemists can be various things to a well-rounded or wanting party; falling into whatever role the group might need one for. Damage dealing? Not a problem. Support? Consider it done. Crowd Control? Easy. The major drawback to this diversity is the sheer cost required to keep up with it, and, by association, proximity to advanced civilization. Alchemy is not a cheap job, by any means. Mind is easily their most important ability, as it’s crucial for Crafting, a vital part of nearly all of their job features and techniques. Agility is also important, as their modus operandi in combat involves their Alchemy Cannons, which are modified Hand-cannons, and thus primarily based on ranged attacks. Gunners are easily the most suitable candidates for this job, Moogle gunners in particular, though anyone with an excellent Craft skill can pick up this job without much issue.

Requirements

• Skills: Craft 5 ranks, Bartering 5 ranks. • Augments: Master Craftsman, Craft Magick Arms and Armor • Alchemy Cannon: As part of initiation into this Advanced Job, you must spend no less than 1 week creating and constructing your very own, personal Alchemy Cannon. Your Alchemy Cannon will be your most essential tool as an Alchemist in and out of combat, and no Alchemist in Ivalice can go by his or her advertised profession without one such cannon. Crafting an Alchemy Cannon functions like crafting a Magick Weapon, with the following exceptions: In order to create an Alchemy Cannon, you must first possess a Hand-Cannon, any model will do. You must then purchase the necessary parts, blueprints, pieces, reagents, and modifications needed to transform the Hand-Cannon into an Alchemy Cannon. In large cities and metropolises, these parts usually sell for 30,000 Gil, before Bartering. In smaller cities or rural areas, these parts are rare and the price is naturally higher, commonly being doubled or, even tripled. In wilder reaches and un-advanced civilizations, these parts might not even be available at all. Once you have these parts, you must then successfully complete a Skill Challenge consisting of 5 Craft rolls, 3 of which must beat a DC 26 (you can accept aid from other party members in making these checks). You need not worry about breaking or having to repurchase parts on a failed challenge; Alchemy Cannons are made of stern stuff, even in pieces, and will not break or be ruined due to botched Craft rolls. If you do fail the challenge, however, you must dedicate another week of work in order to attempt it again. Once you successfully complete the challenge, your Alchemy Cannon is complete (stats for Alchemy Cannons can be found under its Job Feature description) and you can take your first level as an Alchemist.

Statistics • HP Gain per Level: 4 + VIT modifier • MP Gain per Level: 4 + MGC modifier • Job Skills (4 +MND modifier skill points/level): Bartering, Crafting, Engineering, Heal, Magicks, Nature, Perception, Pilot, Profession, and Thievery.

Job Features

(WIP)

73 Blue Mage

There are many creatures and beasts in Ivalice that have unique abilities and access to the Mist that most mages will forever remain perplexed about, and wonder why they can’t use the Mist like those monsters can. Blue Mages are above those other mages, and figure that the best way to understand how a Monster uses its skill is to be at the brunt of it and live to tell the tale.

Role

Blue Mages are a curious Job, being that their role is entirely defined by what abilities they acquire along their travels, most retain the damage dealing aspects that most offensive mages have. But some, somehow, gain access to the supportive abilities of monsters, and use them to buff their allies. Regardless, Magick is still the key to a good Blue Mage, as it is with any mage. Vitality is also vital, as acquiring Monster skills is quite an occupational hazard. Several offensive Monster abilities rely on Strength to work well, so it’s a good idea to have a decent STR score. While any Job can easily advance to being a Blue Mage, Black, White, and Red mages most commonly take levels in it, Hunters who dabble in Magicks also tend to take a liking to the Job,

Requirements

• Skills: Nature 5 ranks, Magicks 5 ranks. • Special: Must have been the target of, been hit by, and survived a Supernatural or Spell-like ability from a Monster.

Statistics

HP Gain per Level: 4 + VIT modifier MP Gain per Level: 4 + MGC modifer Job Skills (2+MND modifier skill points/level): Crafting, Dungeoneering, History, Insight, Magicks, Nature, Profession, Streetwise.

Attack/Save Progression – Average attack bonus and reflex saves, good fortitude and will saves. Max level is 5

Job Features

Weapon Proficiency: Simple weapons, light blades, robes and light armor. No shields.

Learning: When a Monster uses a supernatural or spell-like ability (that costs the monster MP to use) within the blue mage’s line-of-sight, the blue mage may once, as a free action, make a DC 30 Magicks check (With a bonus to this roll equal to the character’s Blue Mage level,) to learn the skill immediately, the Blue Mage may elect not to make this check at no penalty or until certain conditions are met to satisfy the Blue Mage. If the ability successfully targets and hits the Blue Mage, reduce the DC by 5. For each time the ability is observed by the Blue Mage after the first, the DC is reduced by 2, and another immediate check may be made, only one check can be made per time the Monster uses the ability. Alternatively, or if the Blue Mage fails to learn the ability in combat, The Blue Mage may spend one hour meditating out of battle to make this check at an increased DC of 5. This must be done within 8 hours of the encounter. If this out of combat check fails, the Blue Mage may not try to learn that particular ability again until after an Extended Rest. If the Blue Mage, due to blindness, unconsciousness, sleep, etc. cannot witness the ability, then it cannot be learned.

A Blue Mage may learn a number of Monster abilities up to their Blue Mage level + their MGC modifier. The caster level for these abilities is the character’s total caster level. All effects for these abilities run off of the Blue Mage’s stats.

74 Monster Lore: A blue mage is experienced in the ways of monsters. They receive +4 to Nature, Magicks, and Dungeoneering checks relating to monster knowledge. This Bonus does not apply to the Learning job feature.

MP Shield: At 2nd level, a Blue Mage may channel absorbed Mist into a protective shell. The blue mage may, as a move action, perform one of the following actions: • Spend 4 points of MP to add a +1 deflection bonus to evasion (to a maximum of 20 MP for a +5 evasion bonus) until the end of the Blue Mage’s next turn. • Until the end of the Blue Mage’s next turn, damage inflicted is taken from MP first. When MP runs out, further damage affects HP.

Monster Soul: As a Blue Mage absorbs monster abilities, the abilities begin to alter the Blue Mage’s very form and biological make-up. At 3rd level, the Blue Mage chooses one monster family from which they have absorbed at least one ability. They receive +2 to all non-damage rolls involving creatures from this family, including learning Blue Magicks. Also, skills learned from this monster family no longer count towards the skill limit. At 4th level, the influence of Blue Magicks on the mage’s soul increases. The Blue Mage receives a permanent stat change (+2/-2) based on the monster family chosen at 3rd level (see list below), in addition, the Mage can communicate and speak with monsters of this family at will. At 5th level, the Blue Mage has permanently taken on certain characteristics of the monster family. The stat change doubles (becoming +4/-4) and the Blue Mage receives an additional bonus ability based on the monster family chosen. However, the monster traits at this level damage the Blue Mage’s ability to relate to non-monsters, causing a -4 penalty to Wordplay and Barter skills with non-monsters.

Monster Family – Stat Change – 5th level ability • Baknamy - + STR/- SPT – Improved Critical (weapon of BM’s choice) Augment • Coeurl/Wolf - + AGI/- MND – Combat Reflexes Augment • Sprite - + SPT/- VIT – Spell Resistance 15 • Malboro - + VIT/- SPT - +4 on saving throw vs. Bad Breath’s ailments (Blind, Poison, and Silence) • Shellbeast - + VIT/- VIT – Natural Armor +4 • Flan - + VIT/- SPT – Damage Reduction 5/magick • Headless - + STR/- MND – Blind-Fight Augment • Antlion - + APT/- SPT – Tremorsense • - + STR/- AGI – Wings, 8 Square fly speed with good maneuverability. • Ghost - + AGI/- SPT – Movement: Teleport 3 Squares • More to be added as Bestiary is created

75 Dragoon

The reputed master of the spear, Dragoons fly into battle wearing fearsome armor and wielding wicked spears. Dragoons are famous for their unparalleled jumping ability. No other Job in Ivalice can leap as high or as far, some even surpass the Gria and Aegyl in terms of aerial ability. Dragoons are also reputed for their ability to slay large and powerful beasts. Notably, Wyrms, Drakes, Dragons and other assorted large reptilian beasts; so much so, that a dragoon’s armor is often adorned with a dragon motif. Dragoons in Ivalice are often prestigious members of a clan, or loners hunting a dangerous Mark.

Role

Dragoons are usually front-line or supportive combatants. They are particularly useful against large beasts and Wyrms. They have access to powerful attacks, the most iconic being Jump. Strength is easily their most important ability, as it directly relates to their jumping ability and damage dealing capability. Vitality affects the brunt of their Techniques as well as giving the HP required to survive the devastating attacks that large beasts are known for. Agility improves your Reflex saving throw, which is also vital for surviving aforementioned attacks.

Requirements

• Skills: Athletics 5 ranks, • Augments: Skill Focus (Athletics), Proficiency with Heavy Armor and Polearms

Statistics

• HP Gain Per Level: 6 + VIT Modifier • MP Gain Per Level: 3 + MGC Modifier • Job Skills (2 + MND Modifier Skill Points per level): Acrobatics, Athletics, Crafting, Endurance, Nature, Perception, Profession, Ride.

The Dragoon

Tier Level Accuracy Resilience Evasion Special Techniques Evasion, Skilled Advanced 1 +1 +1 +0 1 Jumper 2 +1 +1 +1 Spear Mastery 1 3 +2 +2 +1 2 Improved 4 +2 +2 +1 2 Evasion 5 +3 +3 +2 3 Heroic 6 +3 +3 +2 Wyrm Slayer 3 7 +4 +4 +2 4 8 +4 +4 +3 Wyrmheart 4 9 +5 +5 +3 5 10 +5 +5 +3 Master Jump 5

Job Features

Weapon and Armor Proficiencies: Dragoons are proficient in the use of Simple Weapons, Light Blades, Polearms, Light Armor, and Heavy Armor.

Avoidance: All Dragoons are trained how to dodge barrages of flame and thunder from the breathes of Drakes and Wyrms. If you dodge an attack targeting Evasion that normally deals half damage on a miss, you instead take no damage. Unlike the regular version of this feature, this ability still works

76 even if you are in Heavy Armor. But not while unconscious or otherwise helpless, as usual. Since this is an improvement of the normal Avoidance, you do not automatically gain Improved Avoidance if you already have Avoidance from another class.

Skilled Jumper: Dragoons are amazingly agile, even in the heaviest of armor. As training, they constantly jump and move in it until armor feels as light as regular clothing. Armor Check Penalties to Acrobatics and Athletics no longer apply to a Dragoon that is wearing armor. A Dragoon’s DC to any checks to jump are halved, and the formula for figuring vertical jump height is the same as for horizontal jump height (one foot per point on the check). Dragoons no longer need a running start when making Acrobatics or Athletics checks of any sort to jump. In addition, you gain the Smooth Landing Augment if you do not already have it.

Spear Mastery: At 2nd level, Dragoons have studied and mastered the various ways to use their preferred and traditional weapon, the spear. You gain the Augment Weapon Focus (Polearms) if you do not already have it. In addition, the critical threat range with polearms is increased by 1 (this stacks with anything that increases or doubles the critical threat range, such as Keen, but is added after the doubling).

Improved Avoidance: At 4th level, a Dragoon’s avoidance improves. This ability works like avoidance, except that while you still take no damage on a successful miss against attacks, you henceforth take only half damage on a miss. A helpless Dragoon does not gain the benefit of improved evasion.

Wyrm Slayer: At 6th level, Wyrms and other large creatures have a reason to fear you. Whenever you fight an opponent of Large size or larger. All critical hits are automatically confirmed and deal maximum damage.

Wyrmheart: At 8th level, a Dragoon’s heart pumps with the flow of battle and harder than ever before, not even mistakes or blunders can stop your stride. Once per encounter, whenever you take melee damage, you may gain the Reraise status as a reaction.

Master Jump: At 10th level, whenever a Dragoon leaves the ground, it’s comparable to taking flight. Whenever you make an Acrobatics or Athletics check to jump, as part of the action, you may fly with a speed of twice your land speed plus the distance covered by the jump check. You may only fly in a straight line and cannot change direction unless specific structures (such as a wall) allow you to “ricochet” off of them. You cannot use this ability if you roll a natural 1 on the dice when making this check.

Techniques

Advanced Tier

Jump – Use: Action – You take to the sky, land viciously on your opponent, and leap off of it to safety. You can only use this technique outdoors or when there is at least 30 Feet of free space above you. Choose one opponent that is within your racial moving speed, you immediately move to that opponent’s square. Make a Basic Attack against the opponent whose square you are now in (if more than one enemy is in this square, choose one to attack). The attack bonus for this attack is halved, and you are considered to have and be using the Power Attack Augment to its fullest capability for this attack. On a successful hit, you deal Maximum Double Damage against the opponent. After this attack, you then move to any square within your racial movement speed that is unoccupied. If no such square is available, then you must move to your previous square.

Geomancer WIP

77

78 Gladiator

Soldiers can be found in many roles: royal arms-men, caravan guards, mercenaries, adventurers, and of course arena fighters. Many cities host arenas where hard-bitten professionals battle to entertain the masses for fame and fortune. The greatest of these fighters are known as Gladiators, mixing Magicks and swordplay into an all-out assault to bring the foe to their knees as spectacularly as possible. Most gladiators are Seeq or Bangaa, to whom the intensely physical profession holds much appeal. Human gladiators are also fairly common, with a smattering of rapier-wielding Viera duelists, feisty Moogle blade masters, or fearsome Gria raptors filling out the ranks of the gladiators of Ivalice.

Role

Frontline fighters very much like Soldiers; Gladiators favor an all-out assault strategy, powering up their attacks with elemental enhancements that grow stronger as they do. Because of their focus on offense, their defense begins to suffer. Strength is vital to the gladiator’s ability to damage the foe, while Agility and Vitality are even more important to the Gladiator than they are to the Soldier. Also, a Gladiator needs a Magick of at least 12 to be able to employ the sword spell abilities that they are known for.

Requirements

• Augments: Weapon Focus (Light or Heavy Blades), • Abilities: Magick of 12 or higher.

Statistics

HP Gain Per Level: 4 + VIT modifier MP Gain Per Level: 3 + MGC modifier Job Skills (2 + MND Modifier Skill Ranks per level): Athletics, Crafting, Dungeoneering, Engineering Endurance, Magick, Perception, Pilot, Profession, Ride.

Attack/Save Progression: Best attack bonus and good reflex progression, average fortitude and will saves. Max level is 10

Job Features

Weapon Proficiencies: Simple Weapons, Light Blades, Heavy Blades, Weighted Weapons, shields, light armor.

1st level – Doublehand: The gladiator can leverage more strength than normal when wielding 1- handed weapons with both hands. The gladiator gets double their strength modifier instead of 1.5x when fighting like this with 1-handed weapons. This also extends to 2-handed weapons.

2nd level – Spellstrike: At 2nd level, the gladiator gains the ability to cast Fire, Blizzard, or Thunder (and spend MP as if casting the spell) on their weapon as a passive action. Until the gladiator’s next turn, any attack made with that weapon inflicts +1d6 damage of the appropriate element, increasing every other level as below (note that casting an ice spell on an innately fire weapon will cancel out 1d6 damage, and vice versa). At 4th level, the gladiator gains Wind, Earth, and Water as possible element choices. At 6th level, the gladiator may add a HP drain or MP drain effect in addition to this damage, draining HP or MP equal to the bonus damage inflicted. If MP drain is used, the base damage effects HP, while the bonus damage effects MP. Level - Bonus Damage: 2:+1d6 – 4: +1d8 – 6: +1d10 – 8: +2d6 – 10: +2d8

5th level – Bonus Augment: At 5th level, the gladiator receives one of the following Augments for free,

79 even if they do not meet the requirements for it: Whirlwind Attack, Improved Bullrush, Improved Feint, or Improved Critical [weapon of choice].

Techniques

Advanced

Strike! – Use: Move – You rally your allies and yourself to battle, making each chance count. For a number of rounds equal to half of your Gladiator level (minimum 1), you and any adjacent allied units automatically confirm critical hits on a threat.

Strikeback – Use: Action – Your spread your legs, raise your weapon, and stare down your opponent, daring him to attack you. You take a Stance. If attacked physically from inside the your weapon range, you make an attack roll. If you beat the attacker’s roll and AC, the attack misses and you may make a normal attack against the attacker. This does not count as an attack of opportunity. If the attacker’s roll is beaten but not their AC, the attack made against you misses, but you do not hit the enemy. If the attacker’s AC is beaten, but not the Attack Roll, you are hit, but your attack hits as well.

Provoke – Use: Action – “WHAT DID YOU SAY!?” Choose an enemy that can see and hear you. That enemy must make a Will Save (DC 10 +1/2 Your Soldier Level + Your STR Modifier) or be inflicted with Berserk for 1D4 Rounds. The afflicted enemy must choose you as its target while it is Berserk unless you fall unconscious or the enemy sees that you are otherwise out of the encounter, in which case Berserk functions normally.

Heroic

Souleater – Use: Passive – You drain your health and add your lifeforce to your weapon, granting it a dark power. You take 3 HP damage to add and 1d8 extra dark damage to all attacks this round. You may take this damage multiple times at once to further increase the damage die dealt up to a maximum of your Gladiator level (6 HP for 2d8, 9 HP for 3D8 and so on).

Ultima Sword – Use: Action– MP Cost: 50 – Your weapon shines with an overwhelmingly powerful light, letting your next foe know that they are about to enter a world of pain. You must be wielding a Melee Weapon. Make a basic attack at your full Base Attack Bonus. This attack ignores Damage Reduction and Spell Resistance. This attack deals 10D10+50 points of damage on a successful hit.

Illusionist WIP

80 Judge

WIP

Role

Focus on STR and SPT stats. Exceptional ally buffer and enemy debuffer, with limits set on each battle that could prove both a bane and a boon to both allies and enemies, depending on the laws set in place, along with the clan-specific buffs that are activated by the mere presence of a Judge on the battlefield. Hume Paladins and Soldiers hold advantage, especially in terms of Spirit, though Bangaa and Gria Paladins and Soldiers can excel just as sufficiently, if not better, for a more power-focused Judge. Paladins are born to observe law and enforce it, and thus becoming a Judge is a natural step up, but Soldiers can be police officers, and end up becoming Judge, Jury, and Executioner all by themselves.

Requirements

Skills – History 10 Ranks, Insight 10 Ranks, Wordplay 10 Ranks Augments – Skill Focus (Wordplay) Armor - Proficiency with Heavy Armor Special – Must be inducted into an order of Judges by a high ranking Judge Magister (5th Level Judge) or a Judge bound to a clan (thus taking its place). If replacing a clan Judge, then you must have had five consecutive battles with that clan in which you did not break the law.

Statistics

HP Gain Per Level: 6 + VIT Modifier MP Gain Per Level: 3 + MGC Modifier Job Skills (4 + MND Modifier skill ranks per level): Athletics, Bartering, Crafting, Endurance, History, Insight, Magicks, Perception, Profession, Ride, Streetwise, Wordplay

Save Progression – Extreme Resilience, Normal Accuracy, Poor Evasion

Job Features

Weapon Proficiencies: Simple Weapons, Light Blades, Heavy Blades, Weighted Weapons, Polearms, Shields, Heavy Armor

1st Level – Forbiddance: Law Magick is a powerful thing, and Judges use it to decide the fate of a battlefield, and the fate of all those who refuse to heed the word of law. As an immediate action when every combat encounter begins, the Judge rolls a percentile die (d100) to determine the forbidden condition for that battle. The DM will either use the Forbiddance Table included in this book or write up his own conditions. The forbidden condition as determined by the die means that the Judge’s party must complete the battle without breaking the rule or lose both the Judge’s chosen Privilege benefit and party revival abilities for the battle’s remaining duration. Enemies are not directly affected by Forbiddance.

1st Level – Privilege: The presence of a Judge is a coveted one, as when they bring Law to the battlefield, their very presence prevents death from reaching a battle’s participants. As long as a Judge partakes in an encounter in any way, whether it be partaking within it or even merely observing, members of the clan that he holds domain over are only Knocked Out when brought to 0 HP or lower, not Dead. They also provide a passive stat bonus onto their clan allies, the bonus being equivalent to the Judge’s Spirit modifier. At first, Judges may only give a bonus to Accuracy, Damage, and Speed. However, extra Privilege choices are unlocked as the Judge increases in level. Privilege does not affect enemies.

81 1st Level – Judge Armor: In accordance with your dedication to the law, you are bequeathed the individual sign of your service to your clan, the Judge Armor. You receive the right to wear the unique Judge Armor and benefit from its more powerful construction. As time passes, the armor will change the way people see you, and you will find yourself better able to move about in it than ordinary armor, until it’s an inexorable part of you. At 2nd Level, wearing the armor gives you the benefits of Intimidating Prowess if you don’t already have it, allowing you to add your Strength modifier to your Spirit modifier for Wordplay checks to intimidate. At 3rd Level, the Armor Check Penalty is negated. At 4th Level, you gain a +2 shield bonus to Evasion. At 5th Level, you gain a +1 bonus to all Defenses, including Perfect Defense.

1st Level – Mount: As the Paladin job feature, your Judge receives access to a Chocobo as a mount. If the Judge already has a Chocobo mount, Judge levels stack with Paladin levels to determine how many times a day the Chocobo can be called and how strong its defense is against enemy attacks.

5th Level – Martial Law: Upon reaching 5th level, the Judge is able to streamline his decisions as to what Forbiddance conditions he sets to a simple array of laws that he deems the most pertinent to the battles ahead. Instead of using an unmodified percentile die (d100), the Judge is allowed to use an unmodified d20 to decide his Forbiddance condition before every battle. Also, the Judge is permitted to write up his own results for the results of his reduced, more specialized die, provided that no two numerical results are alike.

5th Level – Equal Rights: Upon reaching 5th level, along with all of the Privilege choices he has unlocked, the Judge receives the ability to assist his allies with the benefits of two Privileges simultaneously. As before, the Privilege benefits are lost to any character that breaks a Forbiddance condition, and Privileges do not affect enemies. Techniques

Heroic

Appeal - Use: Reaction - As an experienced Judge, you are able to exert your control over which laws hold sway over your battles. As an immediate reaction to the announcement of the Forbidden condition before the start of any battle, you may choose to reroll the die. After the second roll, either result may be taken, but one of the chosen laws must be used for the battle.

Contempt of Court - Use: Reaction - Your authority is one that cannot be defied, and should those in your esteemed presence forget that, you are all too happy to remind them. As an immediate reaction, every time an enemy that you can see breaks the Forbiddance condition that you've set, they take instant damage equal to your Spirit modifier. This damage ignores defenses and can be applied any time an enemy breaks the law that you've set.

Ex Post Facto - Use: Action - MP Cost: 16 - Your advanced knowledge of the law books informs you of a technicality that you can exploit. This Technique enables you to designate a single round of combat as lawless, allowing fellow party members to ignore the Forbidden conditions for that round. Upon the end of the Judge's next turn, Forbidden conditions are back in play.

Overrule - Use: Reaction - Though plaintiff and defendant alike may complain, at the end of the day, your word is Law. As an immediate reaction to an attempted reaction by any ally or enemy that is within your line of sight, you may choose to cancel out their attempt to react. You may even cancel out another Judge’s Overruling. If this occurs, both Judges lose a use of this ability for the encounter and the offending reaction is allowed to occur. You can only do this a number of times per encounter equal to your Spirit modifier.

Pardon - Use: Action - You use advanced understanding of the laws to undo a single team member's wrongdoing. This Technique allows one ally to regain the ability to benefit from the Privilege bonus and be revived. This Technique may only be used once per encounter.

82 Suspend - Use: Action - MP Cost: 8 - Your advanced comprehension of the law allows you to order one person to be placed under arrest. This Technique inflicts Immobilize and Disable for 1D4 turns on one target within a number of squares equal to half your speed. A successful resilience save (DC 10 + 3 Per Character Tier + your Spirit modifier) only inflicts the victim's choice of one of the two conditions. Regardless of whether the target succeeds the save, you cannot suspend the same target twice until after you take an Extended Rest.

83 Ninja

Spies. Scouts. Thieves. Assassins. The Ninja serves in all of these roles. Known primarily for their skill with dual blades, and for their hidden ninjutsu crafts, the ninja is a preferred choice for those who favor a more… unconventional style of warfare. Many ninja are Humes, come to Ivalice from far- distant regions of the world to ply their trade as mercenaries or adventurers. Viera and Gria Ninjas are not unheard of, though most Viera choose to walk the path of Assassin instead, wielding their own equally fearsome arts.

Role

The Ninja is a light fighter. With few HP and light (if any) armor, the Ninja relies on their ninjitsu veils, their skill with thrown and dual weapons, and their legendary stealth to survive an encounter. Therefore, Agility is the single most important stat for a ninja, boosting their evasion and the hit rate of nearly all their attacks, as well as the ninja’s Stealth skill. Strength improves the ninja’s ability to fight in melee, and can be vital in ensuring that the ninja can kill before being killed. Vitality is important in increasing the ninja’s hit points by as much as possible. Finally, a high Magick modifier helps increase the chance of inflicting a status effect with the ninja’s veils.

Requirements

• Accuracy: +5, • Skills: Stealth 5 ranks, • Augments: Skill Focus (Stealth), Dual Wield, Dodge. • Features: Sneak Attack +2D6

Statistics

HP Gain Per Level: 3 + VIT modifier MP Gain Per Level: 3 + MGC modifier Job Skills (4 + MND Modifier Skill Ranks per level): Acrobatics, Athletics, Bartering, Crafting, Dungeoneering, Insight, Perception, Profession, Stealth, Streetwise, Thievery, Wordplay.

Attack/Save Progression: High accuracy and evasion, poor resilience. Max level 10

Job Features

Weapon Proficiencies: Simple Weapons, Light Blades, Martial Weapons, Thrown Weapons, and Light Armor.

1st level – Veils: By channeling Mist into specially-prepared chemical compounds, the ninja can create bombs with a variety of effects. The ninja may spend one hour each day preparing a number of veils equal to their ninja level + MGC modifier. Using a veil is a standard action that provokes attacks of opportunity. Veils are ranged touch attacks, have a range increment of 5 Squares, and inflict 1d4 damage + 1d4 every three ninja levels afterward and cost 4 MP to use. Quick Draw allows the ninja to use multiple veils in a round (as it effects thrown weapons), provided they have the MP to use them. The DC for the veils’ added effects is 10 + ninja level + AGI modifier + MGC modifier. Veils are not affected by spell resistance.

* Wood Veil – non-elemental damage, Immobilize for 1d4 rounds, reflex save to avoid status. STR check (same DC) can break immobilize. * Fire Veil – fire damage, Confuse for 1d4 rounds, will save to avoid status. * Water Veil – water damage, Silence for 1d4 rounds, fort save to avoid status. * Earth Veil – earth damage, Slow for 1d4 rounds, reflex save to avoid status. * Metal Veil – non-elemental damage, Blind for 1d4 rounds, fort save to avoid status. * Wind Veil – wind damage, Deafened for 1d4 rounds, fort save to avoid status.

84

Throw: Ninjas are trained in throwing weapons. All one-handed weapons are considered to be throwable with a range increment of 4 Squares, with no improvised weapon penalty. Weapons with a natural range increment (daggers, shuriken, etc) add the ninja’s AGI modifier to the damage roll.

2nd level – Improvised Weapon User: Because the best ninja is the one who looks nothing like a ninja, sometimes you have to fight with whatever lies at hand. A ninja is trained in making do with weapons that they would not otherwise be proficient with, and therefore receives half penalties for using improvised weapons.

6th level – Improved Dual Wield: At 6th level, the ninja receives the Improved Dual Wield Augment for free.

7th level – Improvised Weapon Master: At 7th level, the ninja becomes a master at doing battle with whatever lies to hand. The ninja no longer receives penalties for wielding improvised or unfamiliar weapons.

10th level – Greater Dual Wield: At 10th level, the ninja receives the Greater Dual Wield Augment for free.

Techniques

Advanced

Abandon – Use: Move – Your every strike makes it harder for your enemies to retaliate. For every successful strike for a number of rounds equal to the your AGI Modifier, you receive a +1 dodge bonus to AC.

Waterwalking – Use: Passive – You dash across the water without falling in. You can walk on top of watery or marshy areas without impediment until the end of your next turn. If you are still on the surface of water by the end of your next turn, you sink and must make a Swim check to stay afloat (depending on depth of water). Aquaphobic creatures attempting to use this technique must make a Will save (DC same as swim check to stay afloat) or be shaken this round.

Image – Use: Move – MP Cost: 8 – You split apart into multiple, distracting images of yourself. You create 1d4 images of yourself in the nearest available squares. These images move at your speed as you direct them on your initiative, have your AC, and disappear upon taking damage of any sort. These Images can only make move actions and cannot make attacks of any sort.

Critical Haste – Use: Reaction – Heavily injured, you summon energy within yourself to make a quick escape. You can use this technique when you enter the HP Critical state. Gain the Haste status until the end of the encounter.

Heroic

Sunken State – Use: Reaction – You deliver a flurry of blows and then disappear. You must be wielding two weapons. Upon a successful physical strike, you gain invisibility until the end of your next turn. This Technique can only be used at the end of a full attack action.

Unspell – Use: Action – Your enemy may think he’s safe behind his spells, but you soon prove him wrong. Cast Dispel on one foe at no MP cost with a caster level equal to your character level.

Oblivion – Use: Action – You spell disaster for your enemy in one dangerous attack. Make a basic attack against your target, the target must make a Resilience save (DC same as for veils), or suffer one of the following statuses (your choice): Charm, Sleep, Doom, Death. This Technique can only be used

85 once per encounter.

Paravir WIP

Ravager WIP

Seer WIP

86 Summoner

Eidolons. Avatars. Mystic Beasts. Espers. No matter what they are called, they are all the same thing: mythical creatures of great power, from whom many legends are derived. They can vary from the mighty, such as Famfrit, to the meek, such as Sylph. No matter their power, no matter their history, they all possess power greater than a mere human could possess. Power that you, as a Summoner, can now control. Just be careful, however, and remember: To summon, you MUST uphold your Pact, or else you will never amount to anything.

Role

The role of a Summoner is varied, to say the least. More often than not their role in a party is as a damage-dealer, but some summons can heal and support instead of damage. Summons are VERY MP- draining, so Magick should be your highest stat. You should probably also focus on Mind, as the power of your summoned monsters are directly enhanced by it. Finally, while you normally don’t have to worry about attracting enemy attention, you should probably still put points into Vitality, lest you run afoul of Murphy’s Law.

Requirements

The potential summoner must have discovered a Tome of Summoning to learn the secrets to this class. This can be found in a boss’ treasure pool (10th level or higher, at least), a treasure hoard of any sort (Again, 10th level and up), found in the Bazaar (Requires a Streetwise or Perception check of at least 15 to hear a rumor that it’s in the Bazaar, a Magicks check of at least 10 to recognize it for what it is, and possibly a decent Bartering check, depending on how much Gil you have.), or received as a reward from a side quest. Even after getting the tome, though, you need at least 5 ranks of Magicks to understand the arcane secrets stored within it.

After you have been successful in understanding said secrets, you must then summon your first Tier-1 Esper, and form a pact with it. This will take 5 days, 5000 gil in material components, and a Magicks check of at least 10 to succeed in summoning the Esper. You must then make a Wordplay check of at least 5 to form the pact, or the Esper will attack you. If you are unsuccessful in impressing it with your silver tongue, however, you can still impress it with your power by defeating it in combat. A first- tier Esper is a 10th level Esper (Or outsider, or whatever they might be called in this game) with 10d8 HP and 5d6 MP, 10 AC, +2 to all their saves, and +2 elemental resistance to their element (Unless they’re Non-Elemental) and -2 elemental vulnerability to their opposing element (Again, unless they’re Non-Elemental). They have a standard melee or ranged attack (depending on what class they are) plus their first special ability.

No matter how you gain a pact with the esper, once you have successfully done so, you are officially a Summoner. If you wish to, you may then get a second First Tier esper, and though you can skip the ‘pact’ phase, you must still expend 5k gil worth of Material Components and make a successful Magicks Check.

Statistics

• HP Gain per level: 2 + VIT Modifier • MP Gain per level: 8 + MAG Modifier • Job Skills: History, Insight, Magicks, Perception

Job Features

Weapon and Armor Proficiency: Simple Weapons, Mystic Weapons, Robes

1st Level – Summon: Summoners start knowing one-two First Tier summons. As time goes by, the Summoner may come across opportunities to make pacts with other Summon Creatures. The exact MP cost tends to vary, but summoning a creature tends to drain a fair amount, and you must also expend MP every turn to maintain your Summoned Creature’s presence. A Summoner adds one quarter (rounded down) of their level and their Aptitude bonus to a Summon’s damage die and attack die, AC, starting HP, and starting MP. They also apply their Magick Bonus to all the Esper’s Ability scores. Magickal Creature Lore: Summoners are well versed in the identifaction of magickal creatures, and so gain a +4 to Magick checks relating to Monster Knowledge.

87

3rd Level – Auto Refresh: At third level, a Summoner attains the ability to slowly restore their mana. Every turn spent in battle restores 1d6 MP. This increases to 1d8 at level 6, and 1d10 at level 9.

5th Level – Critical MP Restore: When the summoner has extremely low (below one quarter, rounded down in the case of fractions) HP, they are able to absorb Mist from all around them in a sudden rush, topping up their MP. In addition, for every turn their HP remains critical, Auto-Refresh gains an extra Die (So, at 6th level, for example, it’d restore 2d8 MP instead of 1d8). This effect lasts until either the Summoner’s HP returns to above one third (rounded down in the case of fractions) or the battle ends.

7th Level – Mist Charge: At 7th level, a Summoner is surprisingly efficient at utilizing Mist, and can actually gain a ‘charge’ of Mist. Any MP restoring effects will work half again as well on a Summoner as normal, and they can gain ‘temporary MP’ if they go above their max, up to twice their maximum amount.

10th Level – Master Summoner: A 10th Level summoner has mastered the art of summoning, and is capable of summoning much more powerful espers than before. They add one half their level and twice their Aptitude Bonus to an Esper’s damage and attack die, AC, Starting HP, and starting MP, and also add their Aptitude Bonus to the Esper’s Reflex, Fortitude, and Will Saves.

Techniques

Advanced

Boost: -Minor Action; You can temporarily give your Esper a surge of power. When used, the Summoner’s Esper gains an upgrade to it’s damage die (1d4->1d6->1d8->1d10->2d4, etc.).

Fortify: -Minor Action; You can temporarily enhance your Esper’s defenses. When used, the Esper gets a bonus +5 to it’s AC and +1 to each of it’s saves for one round. This effect enhances at level 15 and level 20 by another +5 to AC and +1 to saves.

Send: -Move Action; you Teleport your Esper to where it’s needed. You can teleport your Esper to anywhere within 60 feet of of the Summoner that is within their vision range.

Frantic Call: -Instant Action; Your Esper is nowhere near you, but your enemies are. Then, in a flash, your esper has returned to your side, ready to kick some more ass. When this ability is used, as long as your esper is conscious, it will be teleported to anywhere within 2 squares of you, and immediately gain a round of it’s own to act in. This technique can be used at any point, but your Esper must wait until after the current character or NPC’s round is over before it can act. Any actions an esper uses in this free round are not deducted from the Summoner’s own. Can only be used once per encounter.

Heroic

Hasten –Minor Action; With a brief bout of concentration, a Summoner can enhance their Esper as if they had cast Haste on them.

Empower: -Minor Action; The Summoner grants their Esper greater power than they normally possess. Your esper gains Valor and Faith, as if you had cast the appropriate spells on them.

Protect: -Minor Action; The Summoner erects a shield of magick around their esper, gaining the effects of Protect and Shell, as if they had cast the appropriate spells on them.

Restore Esper: -Standard Action; By expending their MP, a Summoner can heal their Esper’s wounds

88 and restore their power. Expend 25% of the summoner’s total MP (or all of it if they have less than that), and then restore your esper’s HP by 10 times that amount, and their MP by 5 times that amount. They may also make an appropriate saving throw against any negative status effects currently affecting them, dispelling the effect on a success. Only usable once per encounter.

Legendary Tier Astral Flow, minor action; A truly powerful Summoner is capable of empowering their Esper for a short time with great power. For the next 5 turns or until the end of combat, whichever comes first, the Summoner’s summoned creature gains the Summoner’s level and FOUR TIMES their Aptitude bonus to Damage and Attack die, AC, HP, and MP, as well as TWICE their aptitude bonus to the Summon’s Reflex, Fortitude, and Will Saves. In addition, for the duration, the Summon no longer drains the Summoner’s MP at the start of their every turn. Once the effect ends, the Summoner is Exhausted until they’ve taken a Short Rest, and cannot use Astral Flow again until they’ve taken an Extended Rest.

Concerning Espers: Espers gain the following stats when they are summonable by the summoner: Stat: Tiers (First, Second, Third) Starting Level: 10+Summoner’s level Starting HP: 10d8/10d10/10d12+1/4 Summoner’s Level (rounded down)+Summoner’s APT bonus HP per Level*: 8/10/12 Starting MP: 5d6/5d8/5d10 +1/4 Summoner’s Level (rounded down)+Summoner’s APT bonus MP per level*: 6/8/10 STR, VIT, AGI, MGC, CHA, MND: Determine like a regular character’s, then add summoner’s MGC bonus, as well as another 2 ability points per 2 levels (Not 1 per level) assigned how the Summoner wishes. Base Attack Bonus: +2/+4/+6+1/2 Summoner’s Level+Summoner’s MGC bonus+any other bonuses AC: 10/15/20+DEX bonus+1/2 Summoner’s Level+Summoner’s MGC bonus+any other bonuses. Saves: +2/4/6+appropriate stat bonus+any other bonuses. Speed**: Base of 40 feet. See individual Esper entries for any bonuses or penalties. Spell Resistance: +2/+4/+6 versus their particular element (if applicable), -2/-4/-6 versus their opposing element (if applicable). Damage Reduction: -2 base. See individual Esper entries for any additional bonuses or penalties. Perpetuation Cost: Special stat for Espers. Basically means how much MP they cost per round to keep them on the field. The base is 2 per tier per round. This becomes 1 per tier per round if in an area rich with Mist, such as a Jagd, and 3 per tier per round in an area starved for Mist (if such is possible). See individual Esper entries for any additional situational bonuses or penalties to this cost. Special Abilities: Elemental Strike: All melee elemental espers deal an additional 1d4/1d6/2d4 damage of their element, unless otherwise noted, whenever they make a successful basic attack. -Power Strike: All melee non-elemental espers gain an additional +2/+4/+6 to damage they deal. Flight: Flying Espers naturally have a base flight speed of 60. See individual entries for each Esper for any additional info. -Fly-By Attack: Flying Espers automatically gain the monster-Augment Fly-By Attack. (?) Endless Ammo: Ranged espers that use actual weapons never run out of ammo, no matter how many times they attack. They also never need to reload. -Critical Aim: A Ranged Esper may opt to use a Full Round Action to aim at a target, gaining a +2 to their Attack Bonus. They also threaten a Critical Hit on a roll of 19-20.

Random Notes: Esper Artifacts are a consideration. Esper Artifacts are +10 Heroic-Legendary Tier Wondrous Items that can be used to enhance an Esper in some way, such as make Chocobo a Tier 3 Esper and give it Flight (“Chocobo’s Legendary Flying Armor”) or give Odin a ranged attack (“Gungnir, Spear of the All-Father”). In the hands of normal players they are unusable, either due to a powerful enchantment or simply because of their odd shape.

89 Time Mage WIP

90 Chapter Six: Skills Skill Ranks

Your job determines how many ranks you gain to spend in skills each time you level up. Regardless of what your job is or how low your Mind score is you always gain a minimum of one skill point per level.

You can spend these points however you wish and put them into any Skill you want without penalty, but you get bonuses for training into job skills (see below). You can spend up to 5 skill points per tier. For instance, a Level one Soldier with no MND bonus or penalty gets 2 Skill Points at level one. He could spend them in either Athletics or Endurance, or put both in Athletics. He puts both in Athletics, and does it again at level 2. At level three, he can only put 1 rank in Athletics, bringing it up to 5 ranks, and must spend his remaining point elsewhere.

Let’s say the Soldier then decides multiclass into Thief. He gains 6 skill points to spend and wants to pool them all into the Stealth skill. He can only bring Stealth up to 5 in this manner, and would still have that last 6th point to spend elsewhere. Being level 4 and still in the Basic Tier, he can’t put this point into Athletics until level 6, when he gets into the Advanced Tier. Once our Soldier/Thief hits level 6 in character level though, he can bring Stealth and Athletics up to 10 ranks, and an additional 5 more for the Heroic and Legendary tiers.

The Skills in IA are as follows, and are subject to change. The format is: Skill Name – Statistic it’s tied to – General uses of the skill.

• Acrobatics – Agility – Tumbling, Balance, Escape Artist, stunts, some parkour. • Athletics – Strength – Running, Jumping, Swimming, Climbing, most parkour. • Bartering – Spirit – Appraisal, haggling for prices, trading, making deals. • Crafting – Mind – Making and fixing certain groups of items. • Dungeoneering – Mind – Knowing where you are underground, identifying traps, stonework, finding food and water underground or in dungeons. • Endurance – Vitality – Surviving harsh climates, strenuous activities for prolonged periods. • Engineering - Mind – Machinery, creating and maintaining machines, airships, constructions and fortifications. • Heal – Mind – Treating wounds, poisons, etc. Using restorative items. • History – Magick – Dates, local history, legends, wars, geography. • Insight – Mind – Common sense, catching lies, getting clues, investigation. • Magicks – Magick – Recognizing spells or unnatural beasts, spell crafting, arcane lore, Magick items. • Nature – Magick – Recognizing beasts, plants, poisons, treating beasts, finding food and water in the wild. • Perception – Mind – Searching, spotting, listening. • Pilot – Mind – Flying airships, manning vehicles. • Profession – Mind – day-to-day jobs, classifications, making Gil on a daily basis when not adventuring. • Ride – Agility – Handling mounts in combat, staying mounted, mounts in general. • Stealth – Agility – Moving about unnoticed, disguises. • Streetwise – Mind – Local information, guilds, clans, underground info. • Thievery – Agility – Stealing items, opening locks, disabling traps, sleight of hand. • Wordplay – Spirit – Diplomacy, Intimidation, Bluffs, swaying attitudes, Persuasion.

Trained Skills

Your Job determines how many Skill Ranks you gain per level and what your Job Skills are. While there is no penalty for putting ranks (and thus “Training”) into skills that are not Job Skills, you gain bonuses for putting ranks into Job Skills. If you put a Skill Rank into a Job Skill, you immediately gain a +3 Training Bonus for that skill. This bonus only applies once and only applies to Job Skills.

Putting Ranks into a Skill means that you have “Trained” yourself in that skill, and can now do certain things with that Skill that others cannot. For instance, anyone can walk along a narrow surface or

91 wriggle their way out of rope bindings, eventually. But only trained Acrobats can Tumble and roll into different positions in the midst of combat.

92 Chapter Seven: Augments

General Augments Prerequisites Benefits Bonus Health - Gain +5 HP per tier. This augment can be taken once per Tier Bonus Mist - Gain +5 MP per tier. This augment can be taken once per Tier Enduring - Gain a +4 bonus to most non-combat related survival checks - Diehard Enduring Remain conscious for one round after hitting 0 HP Extra Ki Ki Pool job feature Increase your Ki Pool by 2 points Extra Nurse Nurse job feature Gain 2 additional uses of Nurse per day Extra Mercy Mercy job feature Nurse benefits from one additional Mercy within your allowable Teir Fleet - Increase your base land movement by 1 Square. This augment can be taken once per Tier. Great Fortitude - Gain a +2 bonus on Resilience Saves. This augment can be taken once per Tier. Master Craftsman - Craft items above Basic Tier Nimble Moves Agility 13 Ignore the first square of difficult terrain when moving. - Acrobatic Steps Agility 15, Nimble Moves Ignore the first 4 squares of difficult terrain when moving. Skill Focus - Gain a +4 bonus on one skill (+8 at 11 Ranks)

Combat Augments Prerequisites Benefits Arcane Armor Training Light Armor Proficiency, Reduce Magicks Failure Chance by 10%. This augment can be taken Caster Level 3rd once per Tier. Armor Penetration Strength 13 Melee attacks ignore first 2 points of Physical Defense. This augment can be taken once per Tier. Brawler - Increase unarmed damage and deal lethal damage with unarmed strikes. Combat Expertise Mind 13 Trade Accuracy bonus for Evasion bonus Dodge Agility 13 Gain a +2 bonus to your Evasion. This augment can be taken once per Tier. Dual Wield Agility 15 Efficiently wield and attack with two weapons or two sided weapons. - Dual Rend Dual Wield, Base Accuracy Deal additional damage when you successfully hit with two weapons. +6 - Dual Defense Dual Wield Gain a +1 shield bonus to your Evasion when dual wielding. Finesse - Use AGI instead of STR to determine Accuracy with certain weapons. Improved Critical Weapon Focus with chosen Deal X3 damage with chosen weapon upon a critical hit and knock weapon target prone in addition to pushing back one square. Intimidating Prowess - Add STR in addition to SPT when making Wordplay checks to intimidate. Last Stand Diehard Take only half damage when reduced to HP Critical - Adrenaline Diehard, Last Stand Deal double damage when reduced to HP Critical Mounted Combat Ride 1 Rank Make Ride Checks to negate damage to mount. Point Blank Shot - +1 to Accuracy and Damage with Ranged Attacks within 6 squares. Power Attack Strength 13, Base Accuracy Trade Accuracy for Damage. +1 - Cleave Power Attack Make and additional attack against an enemy if the first attack hits. - Great Cleave Cleave, Base Accuracy +4 No limit to cleave attacks, can only hit a single opponent once. Quick Draw Base Accuracy +1 Draw Weapon as a Passive Action Shield Block Shield Proficiency Increase Evasion bonus granted by shields by +1. This augment can be taken once per Tier. Swiftness - Gain a +4 bonus to your speed. This augment can be taken once per Tier. Vital Strike Base Accuracy +6 Increase damage die by one for basic attacks. This augment can be taken once per Tier. Weapon Focus Accuracy +1, Proficiency Gain a +2 to Accuracy with chosen category of weapon. This augment with Weapon can be taken once per Tier. - Weapon Specialization Weapon Focus +2 Bonus on damage rolls with one weapon. This augment can be taken once per Tier.

Magick Augments Prerequisites Benefits

93 Arcane Magick Training Magick 12 Learn one Basic Tier Arcane Magick spell. Black Magick Training Magick 12 Learn one Basic Tier Black Magick spell. Combat Casting - +2 to Spell Accuracy when targeting an adjacent enemy. This augment can be taken once per Tier. Green Magick Training Magick 12 Learn one Basic Tier Green Magick spell. White Magick Training Magick 12 Learn one Basic Tier White Magick spell. Spell Penetration - Magick ignores first 2 points of Magick Defense - Greater Spell Spell Penetration Magick ignores first 4 points of Magick Defense Penetration Potion Lore - Increase effectiveness of Potion items. - Ether Lore Potion Lore Increase effectiveness of Ether items. - Remedy Lore Potion Lore Allows Remedies to restore more ailments. - Phoenix Lore Potion Lore, Ether Lore, Allows Phoenix Downs to recover more HP upon use. Remedy Lore Martyr Caster Level 4th Recover MP after taking damage. - Warmage Martyr Recover MP after dealing Magick Damage - Inquisitor Martyr, Warmage Recover MP after dealing Damage or inflicting status ailments - Headsman Martyr, Warmage, Recover MP when you kill an enemy. Inquisitor

94 Equipment Adventuring is a dangerous profession, and any traveler with half a brain knows that a good blade and decent protection is a godsend in the dangerous world of Ivalice. Whether you wield dagger or great sword, axe or spear, leather or plate mail, equipment is one of the many defining aspects of your character, and Ivalice has plenty to offer.

Most basic tier equipment presented here is easy to find and procure in a reasonably sized town, and in any city. However, the equipment available should always depend on the GM. Sometimes equipment is sparse, possibly due to an impending war or poor economy.

The currency of Ivalice is Gil, which comes in various shapes and values. Gil is minted in coins and has values of 1, 5, 10, 50, 100, 500, and 1000 Gil coins. In general, characters shouldn't worry about the weight of Gil they are carrying until the amount would be ridiculous. If the GM wishes to take note, 100 coins (that's coins, not total Gil value) weigh one pound.

Treasure and Loot

In general, weapons and armor and items sell for half of their buying price, when you aren't using Barter. However, most monsters you come across don't have weapons, armor, or Gil on their persons. But they do have loot. Pelts, Skins, Claws, Stones, you name it, the monster probably has it, and Merchants go crazy for it. Loot is listed under Monster entries with the chances of the loot appearing and its worth in Gil, which can be altered with Bartering checks. Loot is also an important process of crafting, and should be taken into account should a crafter want to create a powerful magick item, weapon, or armor.

Weapons

Weapons are divided into the following categories, used to determine proficiencies and the weapons you can use when taking proficiency augment.

Weapon Damage Bonuses: Some weapons are marked with a damage bonus in addition to their regular damage (such as the Iron Pole, which deals 1D6+2 damage). This damage stacks to the damage gained from having a high ability score, and is applied to Critical Hits regularly

FORMAT Weapon Name • Type: The specific sub-category the weapon falls into. • Cost: The cost of the weapon if it is available on the market. Before Barter checks, weapons sell for half of their listed price. • Damage: The damage the weapon does in combat, before additional modifiers are added. • Hands: Denotes how many hands that are required to wield the weapon efficiently. • Range: How many squares the weapon can reach. • Weight: The weight of the weapon, in pounds • Damage Type: Slashing, Piercing, or Bludgeoning, certain enemies are more resistant to certain types of attacks than others. • Special Qualities: Any unique properties the weapon may have, such as additional elemental damage, or the ability to be used with the Finesse augment.

Simple Weapons

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The simple farming utensil turned weapon to the basic pole or club. Simple Weapons require next to no formal training to use, are cheap, and almost anyone knows how to wield them.

Basic Tier

Unarmed Strike: You resort to your God-given resources and strike with fist and feet. • Type: Unarmed • Cost: 0 Gil (You always have your fists) • Damage: 1D3 • Hands: 0 (You can make an unarmed strike via elbow, knee, kicks, or even head butts.) • Range: Melee • Weight: N/A • Damage Type: Bludgeoning • Special Qualities: Finesse, Non-lethal

Oaken Pole: Also referred to as the Quarterstaff. This supple pole can be easily fashioned and acquired anywhere where wood is plentiful. • Type: Pole • Cost: 0 Gil • Damage: 1D6/1D6 • Hands: 2 • Range: Melee • Weight: 4 lbs. • Damage Type: Bludgeoning • Special Qualities: Double Weapon

Oaken Club: A thick, blunt cudgel, a perfect, if somewhat primitive method of bashing someone's head in. • Type: Mace • Cost: 0 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Bludgeoning • Special Qualities: Versatile

Sickle: A farming tool used to harvest grains; it makes an effective weapon when necessary • Type: Dagger • Cost: 60 Gil • Damage: 1D4 • Hands: 1 • Range: Melee • Weight: 2 lbs. • Damage Type: Slashing • Special Qualities: Tripping, Finesse, Off-hand

Iron Pole: This handsomely crafted heavy pole is efficacious at crushing in skulls. • Type: Pole • Cost: 2000 Gil • Damage: 1D6+2/1D6+2 • Hands: 2 • Range: Melee • Weight: 12 Lbs. • Damage Type: Bludgeoning • Special Qualities: Large, Double Weapon

Cypress Pole: A remarkably light staff hewn from the wood of distant marshes. • Type: Pole • Cost: 1600 Gil • Damage: 1D6/1D6 • Hands: 2 • Range: Melee • Weight: 2 Lbs. • Damage Type: Bludgeoning • Special Qualities: Finesse, Masterwork, Double Weapon

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Bouncer Club: “Well, if you’re going to crush someone’s head in, might as well do it with a more dignified basher than what the cavemen used.” – The Traveler’s Tale, on the subject of this slender, metal club. • Type: Mace • Cost: 1000 Gil • Damage: 1D6+2 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Bludgeoning • Special Qualities: Versatile, Masterwork

Advanced Tier

Esztam Baton: Children learned dances with poles based off of this design; little did they know they trained for war. • Type: Pole • Cost: 2600 Gil • Damage: 1D6+2/1D6+2 • Hands: 2 • Range: Melee • Weight: 4 Lbs. • Damage Type: Bludgeoning • Special Qualities: Finesse, Masterwork, Double Weapon

Gokuu Pole: Monks bless poles such as these with charms for destroying evil. • Type: Pole • Cost: 3200 Gil • Damage: 1D8+2/1D8+2 • Hands: 2 • Range: Melee • Weight: 3 Lbs. • Damage Type: Bludgeoning • Special Qualities: Finesse, Masterwork, Double Weapon, Blessed: When using abilities or spells that solely target undead (such as Sanctify or Exorcise), increase the DC of these abilities by 2.

Zephyr Pole: “We peered into the storm of sand and there the raiders stood, whirling their staves, voices raised in a ululating war cry." - The Traveler's Tale, on the subject of these enchanted poles. • Type: Pole • Cost: 4600 Gil • Damage: 1D6+2/1D6+2 • Hands: 2 • Range: Melee • Weight: 4 Lbs. • Damage Type: Bludgeoning • Special Qualities: Finesse, Masterwork, Double Weapon, +1d6 Wind Damage.

Light Blades

The Dagger, Sword, Saber, and Rapier make up the Light Blade category, they fall under the blades that can be wielded with one hand, and are easy to use. They are favored by thieves, militia, and most commoners with families to protect.

Basic Tier

Dagger: A simple, easy-to-use knife. • Type: Dagger • Cost: 80 Gil • Damage: 1D4 • Hands: 1 • Range: Melee or 4 Squares thrown • Weight: 1 lb. • Damage Type: Slashing or Piercing • Special Qualities: Finesse, Off-hand

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Jackknife: This small knife is easy to conceal in the palm of your hand or your enemy’s ribcage. • Type: Dagger • Cost: 160 Gil • Damage: 1D3 • Hands: 1 • Range: Melee or 5 Squares thrown • Weight: ½ lb. • Damage Type: Slashing or Piercing • Special Qualities: Finesse, Off-hand, You gain a +2 Bonus when using Thievery to hide this weapon.

Kard: This slender blade is keen enough to shave the feathers off of a chocobo. • Type: Dagger • Cost: 1200 Gil • Damage: 1D4 • Hands: 1 • Range: Melee or 4 Squares thrown • Weight: 1 lb. • Damage Type: Slashing or Piercing • Special Qualities: Finesse, Off-hand, Masterwork, Keen

Shortsword: Though lacking in destructive power, this sword is light, affordable, and easy to use. • Type: Sword • Cost: 100 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 2 lbs. • Damage Type: Slashing • Special Qualities: Finesse, Off-hand

Buster Sword: If you’re in the business of monster slaying, look no further than this reliable sword. • Type: Sword • Cost: 1200 Gil • Damage: 1D6+2 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Slashing • Special Qualities: Finesse, Off-hand, Masterwork.

Scimitar: A wide saber with a markedly curved blade. • Type: Saber • Cost: 200 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 4 lbs. • Damage Type: Slashing • Special Qualities: Versatile, Keen

Talwar: This saber is a duelist’s favorite; its hilt has a guard that protects the wielder’s fist. • Type: Saber • Cost: 1400 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 4 lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork, Keen, +2 on saving throws versus Disable and Disarming attacks.

Rapier: This slender sword is a favorite of Viera and dashing rogues alike. • Type: Rapier • Cost: 220 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 2 lbs. • Damage Type: Piercing

98 • Special Qualities: Finesse, Keen

Estoc: Don’t be fooled by its light heft and slender blade, this sword can pierce the thickest of armors with ease. • Type: Rapier • Cost: 1220 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: Finesse, Masterwork, Keen

Advanced Tier

Mage Masher: Jealous thieves often use this popular dagger to silence mages, in one way or another. • Type: Dagger • Cost: 2200 Gil • Damage: 1D4 • Hands: 1 • Range: Melee or 4 Squares thrown • Weight: 1 ½ lbs. • Damage Type: Slashing or Piercing • Special Qualities: Finesse, Off-hand, Masterwork, Keen On Hit: DC 12 Will Save or be Silenced for 1D4 rounds.

Assassin’s Dagger: Your enemy’s gasp at the exquisite decorations of this fine dagger will be their last. • Type: Dagger • Cost: 2000 Gil • Damage: 1D4 • Hands: 1 • Range: Melee or 4 Squares thrown • Weight: 1 lb. • Damage Type: Slashing or Piercing • Special Qualities: Finesse, Off-hand, Masterwork, Keen. Bonus damage from Sneak Attack or Favored Marks is increased by a single damage die when this dagger is used.

Gladius: This impressive blade is often mistaken for a short sword, when it is light enough to function easily as a dagger. • Type: Dagger or Sword • Cost: 2400 Gil • Damage: 1D6 • Hands: 1 • Range: Melee or 4 Squares thrown • Weight: 2 lbs. • Damage Type: Slashing or Piercing • Special Qualities: Finesse, Off-hand, Masterwork, +1d4 Wind Damage

Blood Sword: It is said that copious quantities of blood have stained this sword’s blade a rich crimson; to attempt to clean it would cause irreparable damage to the blade. • Type: Sword • Cost: 3600 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Slashing • Special Qualities: Finesse, Off-hand, Masterwork, Keen On Hit: The wielder is healed in HP half of the damage dealt, bonus damage (such as Sneak Attack) is not absorbed.

Aqua Saber: A sea-blue saber, tempered in a maelstrom and possessing its power. • Type: Saber • Cost: 4000 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork, Keen, +1d6 Water Damage

Scarlet Rapier: The flames that dance along this blade have enchanted men in their last moments.

99 • Type: Rapier • Cost: 4220 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: Finesse, Masterwork, Keen +1d6 Fire Damage, shines light as a Torch when active.

Heavy Blades

The Knightsword, Blade, Broadsword, Katana and Greatsword fall into the Heavy Blade category, they fall under the blades that require certain training to use efficiently and are the most commonly used weapons amongst adventurers and heroes.

Basic Tier

Iron Blade: Sometimes it's easier to crush a helm than to cleave it, on such occasions, reach for this blade. • Type: Blade • Cost: 250 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 5 lbs. • Damage Type: Bludgeoning or Slashing • Special Qualities: None

Sweep Blade: A blade made for cutting down enemies in large swaths, as if they were simply wheat. • Type: Blade • Cost: 1250 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 4 lbs. • Damage Type: Slashing • Special Qualities: Masterwork

Longsword: A suitable weapon for a knight apprentice or traveling warrior. • Type: Knightsword • Cost: 400 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 4 Lbs. • Damage Type: Slashing • Special Qualities: Versatile

Defender: Frills are for dresses, not swords. This is a practical, well-crafted sword for a practical, well-trained swordsman. • Type: Knightsword • Cost: 1400 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 4 Lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork

Falchion: You could cut through a log in one fell swing of this hefty broadsword, but you wouldn't want to. • Type: Broadsword • Cost: 600 Gil • Damage: 2D4 • Hands: 2 • Range: Melee • Weight: 8 lbs. • Damage Type: Slashing

100 • Special Qualities: Large, Keen

Predator: It’s hard to tell where the warrior’s bloodlust ends, and this red-hued, flame-shaped broadsword begins. • Type: Broadsword • Cost: 1600 Gil • Damage: 2D4 • Hands: 2 • Range: Melee • Weight: 8 lbs. • Damage Type: Slashing • Special Qualities: Large, Masterwork, Keen.

Claymore: Wielding a sword such as this is not a warrior's right; it is a warrior's privilege. • Type: Greatsword • Cost: 800 Gil • Damage: 2D6 • Hands: 2 • Range: Melee • Weight: 8 lbs. • Damage Type: Slashing • Special Qualities: Large

Barong: This large sword is surprisingly light and agile in the hand. • Type: Greatsword • Cost: 1800 Gil • Damage: 2D6 • Hands: 2 • Range: Melee • Weight: 6 lbs. • Damage Type: Slashing • Special Qualities: Large, Masterwork

Advanced Tier

Shadow Blade: This blade is dyed black for the purposes of nighttime combat. • Type: Blade • Cost: 2450 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 4 lbs. • Damage Type: Slashing • Special Qualities: Masterwork, +2 to attack when the wielder is in dim light, darkness, or is underground.

Sun Blade: The power of the sun gives and nurtures life, whereas this blade harvests it. • Type: Blade • Cost: 2450 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 4 lbs. • Damage Type: Slashing • Special Qualities: Masterwork, +2 to attack when the wielder is in bright light or daylight.

Atomos Blade: This lightning bolt-shaped blade has an inscription on its lay, it reads “Lighting split the sky in two, and the air sang with thunder.” • Type: Blade • Cost: 3050 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Slashing • Special Qualities: Masterwork, +1D6 Lightning damage, shines light as a torch when active.

Venus Blade: A sword carved of a red stone; its blade radiates faint warmth when inactive. • Type: Blade • Cost: 3050 Gil

101 • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Slashing • Special Qualities: Masterwork, +1D6 Fire damage, shines light as a torch when active.

Apocalypse: To draw this black blade is to know the horrors of war, and welcome them to your enemies. • Type: Knightsword • Cost: 3200 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 4 Lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork, +1D6 Dark Damage.

Lionheart: A sword fashioned after the ones wielded by knights of a hero-king of old. • Type: Knightsword • Cost: 3000 Gil • Damage: 1D8+2 • Hands: 1 • Range: Melee • Weight: 4 Lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork, +1 Evasion,

Samson Sword: One would have to be a warrior of great strength to wield a broadsword such as this with any style. • Type: Broadsword • Cost: 3400 Gil • Damage: 2D4 • Hands: 2 • Range: Melee • Weight: 14 lbs. • Damage Type: Slashing • Special Qualities: Large, Masterwork, Keen, +1D6 Earth Damage

El-Cid: A proud sword, to be wielded only by the heroes that are defending their homeland. • Type: Broadsword • Cost: 5000 Gil • Damage: 2D4+4 • Hands: 2 • Range: Melee • Weight: 14 lbs. • Damage Type: Slashing • Special Qualities: Large, Masterwork, Keen, +2 Strength to wielder when held.

Xankbras: Massive is the only word adequate enough to describe the cross-bladed, blessed sword. • Type: Greatsword • Cost: 3600 Gil • Damage: 2D6 • Hands: 2 • Range: Melee • Weight: 6 lbs. • Damage Type: Slashing • Special Qualities: Large, Masterwork, Wielder is Immune to Poison and Venom.

Ancient Sword: This large sword has been forged using methods passed down from smith to smith since antiquity. • Type: Greatsword • Cost: 4000 Gil • Damage: 2D6+2 • Hands: 2 • Range: Melee • Weight: 6 lbs. • Damage Type: Slashing • Special Qualities: Large, Masterwork, Wielder is immune to Petrify.

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Weighted Weapons

The Axe, Mace, and Hammer make up the Weighted Weapon category; they are defined by having heavy and somewhat unwieldy heads that deal crushing and devastating blows.

Basic Tier

Broadaxe: The wide blade of this axe is perfect for chopping through anything that gets in your way. • Type: Axe • Cost: 420 Gil • Damage: 1D10 • Hands: 1 • Range: Melee • Weight: 6 Lbs. • Damage Type: Slashing • Special Qualities: Versatile

Slasher: Flesh and sinew offer no resistance to this axe’s slender blade. • Type: Axe • Cost: 1420 Gil • Damage: 1D10 • Hands: 1 • Range: Melee • Weight: 5 Lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork

Hammerhead: The design of this weapon was designed so that if the axe didn’t cut, the hammer would surely smash. • Type: Axe • Cost: 1600 Gil • Damage: 1D8+2 • Hands: 1 • Range: Melee • Weight: 8 Lbs. • Damage Type: Slashing/Bludgeoning • Special Qualities: Versatile, Masterwork

Iron Hammer: "When the call to war came, it was the common smiths who first raised their weapons in answer" -The Study of Arms • Type: Hammer • Cost: 220 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 5 lbs. • Damage Type: Bludgeoning • Special Qualities: Versatile

War Hammer: It takes a muscle-bound warrior to wield this heavy hammer, and a swift one to avoid it. • Type: Hammer • Cost: 1220 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 6 lbs. • Damage Type: Bludgeoning • Special Qualities: Versatile, Masterwork

Battle Mace: A blunt weapon, but no less effective than a sword in the proper hands. • Type: Mace • Cost: 180 Gil • Damage: 1D8 • Hands: 1 • Range: Melee

103 • Weight: 8 lbs. • Damage Type: Bludgeoning • Special Qualities: Versatile

Morning Star: The common thistle inspired the design of these thorn-decorated battle maces. • Type: Mace • Cost: 1180 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 7 lbs. • Damage Type: Bludgeoning • Special Qualities: Versatile, Masterwork

Advanced Tier

Greataxe: Demons once stormed Ivalice wielding these fearsome, giant axes. Had they been even larger, it was likely that men could not have used them to drive them back. • Type: Axe • Cost: 4000 Gil • Damage: 2D10 • Hands: 2 • Range: Melee • Weight: 20 Lbs. • Damage Type: Slashing • Special Qualities: Large, Masterwork, Required Strength of 16 to wield properly.

Sledgehammer: Hammers such as this one are used in quarries to sunder large chunks of rock. Imagine what it is capable of on the battlefield. • Type: Hammer • Cost: 3620 Gil • Damage: 2D8 • Hands: 2 • Range: Melee • Weight: 16 lbs. • Damage Type: Bludgeoning • Special Qualities: Large, Masterwork, Required Strength of 14 to wield properly.

Energy Mace: This mace has traces of magnetic material in its alloy that guides it to the invisible energies emitted by all living things. • Type: Mace • Cost: 2180 Gil • Damage: 1D8+2 • Hands: 1 • Range: Melee • Weight: 6 lbs. • Damage Type: Bludgeoning • Special Qualities: Versatile, Masterwork +2

Druid Mace: Those who serve a higher power wield this unassuming, wooden mace. • Type: Mace • Cost: 3080 Gil • Damage: 1D8 • Hands: 1 • Range: Melee • Weight: 5 lbs. • Damage Type: Bludgeoning • Special Qualities: Versatile, Masterwork, +2 to all saves, +2 to Magick Attack and damage (including damage healed by cure spells)

Polearms

Spears, Halberds and Scythes make up the Polearm category. Most of the weapons in this category require two hands to wield, but are relatively easy to use.

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Basic Tier

Short Spear: This small spear can be swung much as one would swing a sword. • Type: Spear • Cost: 300 Gil • Damage: 1d6 • Hands: 1 • Range: Melee or 4 Squares thrown • Weight: 3 lbs. • Damage Type: Piercing • Special Qualities: Finesse, Versatile

Javelin: A small, but sharp blade tips this spear. Designed to be easily thrown. • Type: Spear • Cost: 500 Gil • Damage: 1D6 • Hands: 1 • Range: Melee or 6 squares thrown • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: Finesse, Versatile

Trident: The noble trident, the weapon of the sea-king and any brave enough to plough his fields. • Type: Spear • Cost: 1500 Gil • Damage: 1D8 • Hands: 1 • Range: Melee or 6 squares thrown • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: Finesse, Versatile, Masterwork

Partisan: This spear is adorned with a blade resembling a giant feather from a great, steel bird. • Type: Halberd • Cost: 600 Gil • Damage: 1D10 • Hands: 2 • Range: Melee 2 • Weight: 12 lbs. • Damage Type: Slashing or Piercing • Special Qualities: Tripping, Brace, Large

Heavy Lance: This wide-bladed spear is the hallmark weapon of a Dragoon. • Type: Halberd • Cost: 1600 Gil • Damage: 1D10 • Hands: 2 • Range: Melee 2 • Weight: 14 lbs. • Damage Type: Slashing or Piercing • Special Qualities: Tripping, Brace, Large, Masterwork

Scythe: This wicked blade cuts in a wide, dangerous circle • Type: Scythe • Cost: 480 Gil • Damage: 2D4 • Hands: 2 • Range: Melee • Weight: 10 lbs. • Damage Type: Slashing or Piercing • Special Qualities: Large, Tripping, Keen

Zaghnal: This straight-edged war-scythe was imported from a far-off land and replicated many times for its superior design. • Type: Scythe • Cost: 1480 Gil • Damage: 2D4

105 • Hands: 2 • Range: Melee • Weight: 10 lbs. • Damage Type: Slashing or Piercing • Special Qualities: Large, Tripping, Masterwork, Keen

Advanced Tier

Lava Spear: The blade of this fiery spear glows as if made from pure magma. • Type: Spear • Cost: 3500 Gil • Damage: 1D8 • Hands: 1 • Range: Melee or 6 squares thrown • Weight: 3 lbs. • Damage Type: Piercing • Special Qualities: Finesse, Versatile, Masterwork, +1D6 Fire damage, shines light as a torch when active.

Gae Bolg: Carvings depicting the tale of a half-man half-beast hero of old adorn the shaft of this spear. • Type: Spear • Cost: 3500 Gil • Damage: 1D8 • Hands: 1 • Range: Melee or 6 squares thrown • Weight: 3 lbs. • Damage Type: Piercing • Special Qualities: Finesse, Versatile, Masterwork, +1D6 Lightning damage, shines light as a torch when active.

Ice Lance: A lance of pure ice, kept eternally from melting by the gigas Shiva’s power. • Type: Spear • Cost: 3400 Gil • Damage: 1D8 • Hands: 1 • Range: Melee or 6 squares thrown • Weight: 3 lbs. • Damage Type: Piercing • Special Qualities: Finesse, Versatile, Masterwork, +1D6 Ice damage.

Kain’s Lance: This black lance’s design is said to be based off of the one that once belonged to a dragoon of legend. • Type: Halberd • Cost: 3600 Gil • Damage: 1D10+2 • Hands: 2 • Range: Melee 2 • Weight: 12 lbs. • Damage Type: Slashing or Piercing • Special Qualities: Tripping, Brace, Large, Masterwork, Piercing (can target enemies in a line 2)

Serpette: The blade of this scythe is shaped like a snake’s fang, and is just as poisonous. • Type: Scythe • Cost: 3480 Gil • Damage: 2D4 • Hands: 2 • Range: Melee • Weight: 10 lbs. • Damage Type: Slashing or Piercing • Special Qualities: Large, Tripping, Masterwork, Keen, On Hit: DC 14 Fortitude Save or be Poisoned for 1D4 rounds.

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Martial Weapons

Knuckles, Claws, Katana and Ninja Blades, fall under the Martial Weapon category, they are the weapons most commonly used by Monks and Ninja. Knuckles are unique weapons in that their main purpose is to allow the wielder to deal lethal unarmed damage, and as such, do not have damage die listed (but can provide bonus modifier damage). In addition, Knuckles can be worn whilst wielding other weapons, but cannot be used.

Leather Knuckles: Properly braided, even the supplest of materials can be made deadly, as these padded gloves demonstrate. • Type: Knuckles • Cost: 60 Gil • Damage: - • Hands: - • Range: Melee • Weight: - • Damage Type: Bludgeoning • Special Qualities: -

Metal Knuckles: Taking brawls to the next level, one fist at a time. • Type: Knuckles • Cost: 200 Gil • Damage: +1 • Hands: - • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: -

Kaiser Knuckles: In the right hands, these knuckles are capable of dealing as much damage as a sword or spear. • Type: Knuckles • Cost: 1200 Gil • Damage: +2 • Hands: - • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Masterwork.

Cat Claws: These gloves are fitted with small, short, but sharp claws. • Type: Claws • Cost: 600 Gil • Damage: 1D4/1D4 • Hands: 2 • Range: Melee • Weight: - • Damage Type: Slashing • Special Qualities: Double Weapon

Impact Claws: “’What manner of beast inflicted those wounds?’ I once asked a man in the infirmary. He told me it was no beast, but a man.” – The Traveler’s Tale, on the subject of these claws. • Type: Claws • Cost: 1800 Gil • Damage: 1D4+1/1D4+1 • Hands: 2 • Range: Melee • Weight: - • Damage Type: Slashing • Special Qualities: Double Weapon, Masterwork, Keen

Kunai: The ninja knows that a blade may make a passing good ladder, key, or splint; yet he also knows that it’s best used for killing. • Type: Ninja Blade • Cost: 400 • Damage: 1D6

107 • Hands: 1 • Range: Melee or 4 Squares thrown • Weight: 2 lbs. • Damage Type: Piercing or Bludgeoning • Special Qualities: Finesse

Kotetsu: You may wonder how such a roughly hewn blade cuts so cleanly. It’s because the sword knows no such doubt. • Type: Katana • Cost: 500 • Damage: 1D10 • Hands: 1 • Range: Melee • Weight: 5 lbs. • Damage Type: Slashing • Special Qualities: Versatile, Finesse, Keen

Osafune: The problem with iron helms is the weight and the heat - and the fact that swords such as these cleave straight through them. • Type: Katana • Cost: 1500 • Damage: 1D10 • Hands: 1 • Range: Melee • Weight: 4 lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork, Finesse, Keen

Advanced Tier

Rising Sun: Introduce your enemies to the power of dawn with the fires of the sun in your hands. • Type: Knuckles • Cost: 2400 Gil • Damage: +2 • Hands: - • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Masterwork, +1D4 Fire damage

Poison Knuckles: For those of us whom nature has not blessed with venom, these knuckles provide it. Small thorns deliver the goods. • Type: Knuckles • Cost: 2600 Gil • Damage: +2 • Hands: - • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Masterwork, On Hit: DC 14 Fortitude Save or be Poisoned for 1D4 rounds.

Dream Claws: A sweet lullaby delivered with the force of a battering ram. • Type: Claws • Cost: 3200 Gil • Damage: 1D6/1D6 • Hands: 2 • Range: Melee • Weight: - • Damage Type: Slashing • Special Qualities: Double Weapon, Masterwork, On Hit: DC 14 Will Save or fall asleep for 1D4 rounds.

Sakura: Sweet petals of a cherry tree that bear bitter fruit are engraved on this blade. It’s hard to tell the blood of your enemies apart from the design. • Type: Ninja Blade • Cost: 400 • Damage: 1D6 • Hands: 1

108 • Range: Melee or 4 Squares thrown • Weight: 2 lbs. • Damage Type: Piercing or Bludgeoning • Special Qualities: Finesse, Masterwork, Keen +1D4 Dark damage.

Muramase: Soft rains fell when this sword was forged, and the dew still rises on it each evening to wash away the day’s blood. • Type: Katana • Cost: 4500 • Damage: 1D10 • Hands: 1 • Range: Melee • Weight: 4 lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork, Finesse, Keen +1D6 Water damage

Ashura: This fiery sword has kindled the blood-rage of many. It’s a testament to its quality of always finding a new owner afterwards. • Type: Katana • Cost: 4500 • Damage: 1D10 • Hands: 1 • Range: Melee • Weight: 4 lbs. • Damage Type: Slashing • Special Qualities: Versatile, Masterwork, Finesse, Keen, +1D6 Fire damage

Mystic Weapons

Staves and Rods, make up the Mystic Weapon category. These weapons are most commonly wielded by spellcasters and usually aren't used for melee combat, but for enhancing the power and accuracy of spells.

Basic Tier

Rod: This short staff is a perfect focus for magickal energy. • Type: Rod • Cost: 260 Gil • Damage: 1D4 • Hands: 1 • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +1 Accuracy To Magicks

Oaken Staff: This gnarled staff is the hallmark of any practiced mage. • Type: Staff • Cost: 400 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +1 Damage to Magicks

White Staff: A White Mage of the highest order blessed this pure ivory staff • Type: Staff • Cost: 500 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +2 to HP healed when using "Cure" Magicks

109

Wizard's Staff: This dark blue staff has a spiral construction at the end, and is a great tool for focusing magicks. • Type: Staff • Cost: 1400 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +2 Damage to Magicks

Force Rod: Sometimes the right rod is all it takes to awaken the power within. • Type: Rod • Cost: 1800 Gil • Damage: 1D4 • Hands: 1 • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +2 Accuracy and +1 Damage To Magicks

Advanced Tier

Firewheel Rod: A troupe of mummers once used these rods to surround an invading army with wheels of deadly flame. • Type: Rod • Cost: 2600 Gil • Damage: 1D4 • Hands: 1 • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +4 Accuracy and Damage to spells that deal Fire Damage

Thunder Rod: Insulating resin from a certain gum tree coats the grip of this rod, so that the thunder and lightning it summons does not destroy the Summoner. • Type: Rod • Cost: 2600 Gil • Damage: 1D4 • Hands: 1 • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +4 Accuracy and Damage to spells that deal Lightning Damage

Sleet Rod: Some seek shelter from the storm, while others call the storm to them and revel in its icy chaos. • Type: Rod • Cost: 2600 Gil • Damage: 1D4 • Hands: 1 • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +4 Accuracy and Damage to spells that deal Ice Damage

Terre Rod: A bone from an earth wyrm graces the handle of this rod. • Type: Rod • Cost: 2600 Gil • Damage: 1D4 • Hands: 1 • Range: Melee • Weight: 1 lb. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +4 Accuracy and Damage to spells that deal Earth Damage

Staff of Protection: A band of temple guardians once wielded these staves in lieu of arms and armor – and thus the first order of monks was founded. • Type: Staff • Cost: 3400 Gil

110 • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Bludgeoning • Special Qualities: +2 Evasion, Masterwork, Spellcasting: +2 Damage to Magicks

Pomegranate Staff: The garnet that tops this staff is infused with great power. • Type: Staff • Cost: 4400 Gil • Damage: 1D6 • Hands: 1 • Range: Melee • Weight: 3 lbs. • Damage Type: Bludgeoning • Special Qualities: Spellcasting: +3 Accuracy and Damage to Magicks

Bows

Crossbows, Bows, and Greatbows make up the Bows category. They don't have as much range or power as Firearms, but are much cheaper and easier to create.

Basic Tier

Bowgun: This simple device shoots out powerful bolts over a short distance • Type: Crossbow • Cost: 100 Gil • Damage: 1D10 • Hands: 2 • Range: 10 Squares • Weight: 8 lbs. • Damage Type: Piercing • Special Qualities: None

Paramina Crossbow: A beautiful white crossbow carved from the few trees of the icy Paramina rift. • Type: Crossbow • Cost: 1100 Gil • Damage: 1D10 • Hands: 2 • Range: 10 Squares • Weight: 8 lbs. • Damage Type: Piercing • Special Qualities: Masterwork

Shortbow: A simple, unadorned bow • Type: Bow • Cost: 100 Gil • Damage: 1D6 • Hands: 2 • Range: 15 Squares • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: None

Longbow: The double bowstring on this bow ensures that the arrow flies far. • Type: Bow • Cost: 150 Gil • Damage: 1D8 • Hands: 2 • Range: 20 Squares • Weight: 3 lbs. • Damage Type: Piercing • Special Qualities: Large

111

Silver Bow: It was the Viera who first discovered that a strand of silver in the bow made the arrows fly farther and harder. • Type: Bow • Cost: 1300 Gil • Damage: 1D8+1 • Hands: 2 • Range: 22 Squares • Weight: 3 lbs. • Damage Type: Piercing • Special Qualities: Large, Masterwork

Composite Bow: The dramatic forward curves at the ends of this large bow considerably improve its power. That is, if you can draw it. • Type: Greatbow • Cost: 220 Gil • Damage: 1D10 • Hands: 2 • Range: 25 Squares • Weight: 4 lbs. • Damage Type: Piercing • Special Qualities: Large, Composite

Hunting Bow: Another bow might be sufficient to claim a hare, or wound a hart, but is it good enough to split a hair, or pierce a heart? • Type: Greatbow • Cost: 1220 Gil • Damage: 1D10 • Hands: 2 • Range: 25 Squares • Weight: 4 lbs. • Damage Type: Piercing • Special Qualities: Large, Masterwork, Composite

Advanced Tier

Recurve Crossbow: The wider string of this crossbow allows its bolts to fly farther and harder. • Type: Crossbow • Cost: 1600 Gil • Damage: 1D10+2 • Hands: 2 • Range: 12 Squares • Weight: 8 lbs. • Damage Type: Piercing • Special Qualities: Masterwork

Nail Bow: It is said that a line of archers with these bows once set a volley into a wood. When the leaves had settled, there stood a sturdily constructed cabin. • Type: Bow • Cost: 2300 Gil • Damage: 1D8+2 • Hands: 2 • Range: 22 Squares • Weight: 3 lbs. • Damage Type: Piercing • Special Qualities: Large, Masterwork, On Hit: DC 12 Fortitude Save or be Immobolized for 1D4 rounds.

Thorn Bow: "I often thought that, should I run out of arrows in the midst of battle, I could pull off one of the thorns and shoot that instead." - The Study of Arms • Type: Bow • Cost: 2300 Gil • Damage: 1D8+2 • Hands: 2 • Range: 22 Squares • Weight: 3 lbs. • Damage Type: Piercing

112 • Special Qualities: Large, Masterwork, On Hit: DC 12 Fortitude Save or be Poisoned for 1D4 rounds.

Windslash Bow: This bow fires arrows so swiftly, even the wind cannot catch them. • Type: Greatbow • Cost: 5200 Gil • Damage: 1D10 • Hands: 2 • Range: 25 Squares • Weight: 4 lbs. • Damage Type: Piercing • Special Qualities: Large, Masterwork, Composite, +1D6 Wind Damage, weather conditions do not affect projectiles fired from this bow.

Firearms

Guns and Hand Cannons make up the Firearms category. They are the highest ranged weapons in Ivalice, and generally strong weapons in general, but are much more costly than bows and are harder to craft and master.

Basic Tier

Altair: A simple, low maintenance gun. • Type: Gun • Cost: 500 Gil • Damage: 2D4 • Hands: 2 (to reload, but can be fired with 1 at no penalty) • Range: 30 Squares • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: None

Capella: This finely crafted, long-barrel rifle is a Goug classic. • Type: Gun • Cost: 1500 Gil • Damage: 2D4 • Hands: 2 (to reload, but can be fired with 1 at no penalty) • Range: 32 Squares • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: Masterwork

Hand Cannon: A small, portable cannon that's easy to carry around • Type: Hand Cannon • Cost: 600 Gil • Damage: 2D6 • Hands: 2 • Range: 25 Squares • Weight: 10 lbs. • Damage Type: Bludgeoning • Special Qualities: None

Omnis Cannon: This cannon’s narrower body offers increased muzzle velocity. • Type: Hand Cannon • Cost: 1600 Gil • Damage: 2D6 • Hands: 2 • Range: 26 Squares • Weight: 10 lbs. • Damage Type: Bludgeoning • Special Qualities: Masterwork

Advanced Tier

Vega: The cross designs at the tip of this gun’s barrel are only the gunner’s salvation, and certainly not the target’s.

113 • Type: Gun • Cost: 4500 Gil • Damage: 2D4 +2 • Hands: 2 (to reload, but can be fired with 1 at no penalty) • Range: 32 Squares • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: Masterwork, +1D4 Holy Damage

Sirius: This gun, developed by a warlord on the eve of a revolution, soon became the standard weapon of his new realm. • Type: Gun • Cost: 4500 Gil • Damage: 2D4 +2 • Hands: 2 (to reload, but can be fired with 1 at no penalty) • Range: 32 Squares • Weight: 2 lbs. • Damage Type: Piercing • Special Qualities: Masterwork, +1D4 Dark Damage

Supernal Ray: A rare cannon crafted by mages. Only its creators know the arcane principles by which it fires. • Type: Hand Cannon • Cost: 3600 Gil • Damage: 2D6+2 • Hands: 2 • Range: 28 Squares • Weight: 10 lbs. • Damage Type: Bludgeoning • Special Qualities: Masterwork +2

Thrown Weapons

Shurikens, and Hand-bombs make up the Thrown Weapon category. As the name suggests, they are weapons that are thrown physically at the enemy, they range in power from weak to potentially devastating, and have special qualities other Ranged Weapons lack.

Throwing Knife: This set of small, slender knives contains blades designed to be easily thrown, preferably into someone's eye; as such, they are not designed for melee combat. • Type: Shuriken • Cost: 150 Gil • Damage: 1D4 • Hands: 1 • Range: 6 Squares • Weight: 5 lbs. • Damage Type: Piercing • Special Qualities: None

Throwing Star: This 4 edged shuriken flies swiftly and silently through the air. • Type: Shuriken • Cost: 180 Gil • Damage: 1D3 • Hands: 1 • Range: 8 Squares • Weight: 3 Lbs. • Damage Type: Piercing • Special Qualities: None

Razor Ring: These small rings are dull on the inside, for safety, and sharp on the outside, for harm. • Type: Shuriken • Cost: 1150 Gil • Damage: 1D4 • Hands: 1 • Range: 8 Squares • Weight: 4 lbs. • Damage Type: Piercing • Special Qualities: Masterwork

114

Hornito: This Hand-bomb container is reminiscent of the highly explosive monster the weapon is based off of. • Type: Hand-bomb • Cost: 1800 Gil • Damage: 1D12 • Hands: 1 • Range: 10 Squares • Weight: 6 Lbs. • Damage Type: Fire • Special Qualities: None

Advanced Tier

Crystal Cross: Their shape resembles the four winds, which is precisely where the remains of your enemies will be scattered. • Type: Shuriken • Cost: 2200 Gil • Damage: 1D4 • Hands: 1 • Range: 8 Squares • Weight: 4 lbs. • Damage Type: Piercing • Special Qualities: Masterwork, +1D4 Wind Damage

Fumarole: “The depths burst in protest, and we witnessed the powers of the deep.” – The Study of Arms • Type: Hand-bomb • Cost: 2800 Gil • Damage: 1D12 • Hands: 1 • Range: 10 Squares • Weight: 6 Lbs. • Damage Type: Water • Special Qualities: Masterwork, +1D6 Water Damage

Armor

Armor is divided into the following categories, used to determine proficiencies and the armor you can don when taking a proficiency Augment.

FORMAT

Armor Name • Cost: • Physical Defense Bonus: • Magickal Defense Bonus: • Maximum Allowed AGI Bonus: • Armor Check Penalty: • Magicks Failure Chance: • Weight: • Speed Penalty: • Special Qualities:

Light Armor

Leathers, Vests, Hides, and Chain make up the Light Armor category. All Light Armor does not reduce movement speed and the Skill Penalties associated with wearing Light Armor is minimal to none. Nimble characters that rely on skills and agility prefer to wear Light Armor, and very few classes are not proficient with it.

Basic Tier

Leather Clothing: Rugged yet light clothes made from layered leather.

115 • Cost: 200 Gil • Physical Defense Bonus: 1 • Magickal Defense Bonus: - • Maximum Allowed AGI Bonus: +6 • Armor Check Penalty: 0 • Magicks Failure Chance: 10% • Weight: 15 lbs. • Speed Penalty: 0 • Special Qualities: None

Chainmail: This suit of armor is made from interwoven metal links • Cost: 400 • Physical Defense Bonus: 2 • Magickal Defense Bonus: - • Maximum Allowed AGI Bonus: +4 • Armor Check Penalty: -2 • Magicks Failure Chance: 20% • Weight: 25 lbs. • Speed Penalty: 0 • Special Qualities: None

Survival Vest: The thick cotton and leather of this vest ensures that the wearer's body stays warm and protected in the harshest of environs • Cost: 600 • Physical Defense Bonus: 2 • Magickal Defense Bonus: 1 • Maximum Allowed AGI Bonus: +6 • Armor Check Penalty: 0 • Magicks Failure Chance: 10% • Weight: 10 lbs. • Speed Penalty: 0 • Special Qualities: +2 on Endurance Checks made against Weather effects and hazards.

Brigandine: This suit of armor is cleverly designed so that no two pieces of metal rub together • Cost: 800 • Physical Defense Bonus: 3 • Magickal Defense Bonus: - • Maximum Allowed AGI Bonus: +5 • Armor Check Penalty: -2 • Magicks Failure Chance: 20% • Weight: 20 lbs. • Speed Penalty: 0 • Special Qualities: None

Advanced Tier

Adamant Vest: A linen vest fit with an adamant-alloy breastplate. • Cost: 2400 • Physical Defense Bonus: 3 • Magickal Defense Bonus: 1 • Maximum Allowed AGI Bonus: +5 • Armor Check Penalty: 0 • Magicks Failure Chance: 10% • Weight: 10 lbs. • Speed Penalty: 0 • Special Qualities: +2 on Endurance Checks made against Weather effects and hazards.

Jujitsu Gi: A simple, but efficient fighting suit favored by monks. • Cost: 2800 Gil • Physical Defense Bonus: 2 • Magickal Defense Bonus: 1 • Maximum Allowed DEX Bonus: +6 • Armor Check Penalty: 0 • Magicks Failure Chance: 10% • Weight: 10 lbs. • Speed Penalty: 0 • Special Qualities: +2 Evasion

116 Gaia Gear: This blue clothing is a favorite of experienced travelers, as the spirit of the earth has blessed it. • Cost: 3600 • Physical Defense Bonus: 3 • Magickal Defense Bonus: 2 • Maximum Allowed DEX Bonus: +6 • Armor Check Penalty: 0 • Magicks Failure Chance: 10% • Weight: 10 lbs. • Speed Penalty: 0 • Special Qualities: +4 on Endurance Checks made against Weather effects and hazards. Half Damage: Earth

Ninja Gear: Only the ninja know the techniques required to make this sturdy, stealthy gear. • Cost: 3600 • Physical Defense Bonus: 3 • Magickal Defense Bonus: 1 • Maximum Allowed DEX Bonus: +6 • Armor Check Penalty: 0 • Magicks Failure Chance: 10% • Weight: 10 lbs. • Speed Penalty: 0 • Special Qualities: +4 Stealth, +3 Evasion

Heavy Armor

Cuirasses, Breastplates, Scalemail and Platemail make up the Heavy Armor category. In terms of protection, Heavy Armor is second-to-none, providing the largest bonuses to Defense Gil can buy. However, they slow the wearer down and apply heavy penalties to skills, in addition, nimble characters are restricted when wearing Heavy Armor, and might not be able to get as much of a bonus from Agility to Evasion when wearing it.

Basic Tier

Linen Cuirass: This armor is fashioned out of tightly woven rough linens; uncomfortable, but it serves almost as well as steel in a pinch. • Cost: 250 Gil • Physical Defense Bonus: 3 • Magickal Defense Bonus: - • Maximum Allowed AGI Bonus: +4 • Armor Check Penalty: -3 • Magicks Failure Chance: 20% • Weight: 25 lbs. • Speed Penalty: -1 • Special Qualities: None

Scalemail: This armor is made up of dozens of small overlapping metal plates, resembling the skin of a large serpent. • Cost: 400 Gil • Physical Defense Bonus: 4 • Magickal Defense Bonus: - • Maximum Allowed AGI Bonus: +4 • Armor Check Penalty: -3 • Magicks Failure Chance: 25% • Weight: 30 lbs. • Speed Penalty: -1 • Special Qualities: None

Iron Breastplate: This heavy armor's most prominent feature is the plate of solid iron protecting the chest. • Cost: 800 Gil • Physical Defense Bonus: 5 • Magickal Defense Bonus: 1 • Maximum Allowed AGI Bonus: +3 • Armor Check Penalty: -4 • Magicks Failure Chance: 25%

117 • Weight: 30 lbs. • Speed Penalty: -1 • Special Qualities: None

Platemail: Overlapping metal plates are attached to a layer of chainmail to make this impressive full body armor. • Cost: 1400 Gil • Physical Defense Bonus: 6 • Magickal Defense Bonus: 1 • Maximum Allowed AGI Bonus: +2 • Armor Check Penalty: -6 • Magicks Failure Chance: 40% • Weight: 50 lbs. • Speed Penalty: -2 • Special Qualities: None

Advanced Tier

Platinum Armor: Beautiful curves of silvery metal make this armor a sight to behold on the battlefield. • Cost: 4600 Gil • Physical Defense Bonus: 6 • Magickal Defense Bonus: 2 • Maximum Allowed AGI Bonus: +3 • Armor Check Penalty: -5 • Magicks Failure Chance: 40% • Weight: 45 lbs. • Speed Penalty: -2 • Special Qualities: None

Carabineer Mail: This remarkably lightweight armor is made of iron fused with mythril. • Cost: 5600 Gil • Physical Defense Bonus: 6 • Magickal Defense Bonus: 2 • Maximum Allowed AGI Bonus: +4 • Armor Check Penalty: -4 • Magicks Failure Chance: 30% • Weight: 25 lbs. • Speed Penalty: -1 • Special Qualities: None

Dragon Mail: The fusing of steel plates with scales in this armor is not a product of smithing, but the dragon’s diet. • Cost: 7000 Gil • Physical Defense Bonus: 7 • Magickal Defense Bonus: 3 • Maximum Allowed AGI Bonus: +2 • Armor Check Penalty: -5 • Magicks Failure Chance: 40% • Weight: 55 lbs. • Speed Penalty: -2 • Special Qualities: Half Damage: Fire

Mystic Armor

Robes, Mantles, Habits, and Gowns make up Mystic Armor, and are unique in that they always provide a higher Magickal Defense than Physical, in addition to being the armor that most commonly has magickal effects added to them to provide a unique benefit. They are favored by mages, as they can wear them without providing a penalty to spell casting.

Basic Tier

118 Hempen Robe: A simple robe woven out of coarse thread. • Cost: 150 Gil • Physical Defense Bonus: - • Magickal Defense Bonus: 1 • Maximum Allowed AGI Bonus: - • Armor Check Penalty: 0 • Magicks Failure Chance: 0 • Weight: 5 lbs. • Speed Penalty: 0 • Special Qualities: +1 Evasion VS. Magicks (Save Bonuses only apply to Magickal Attacks)

Magus Robe: This robe flutters about in the wind much like a cape. It is the symbol of a mage. • Cost: 600 Gil • Physical Defense Bonus: - • Magickal Defense Bonus: 2 • Maximum Allowed AGI Bonus: - • Armor Check Penalty: 0 • Magicks Failure Chance: 0 • Weight: 5 lbs. • Speed Penalty: 0 • Special Qualities: +2 Evasion VS. Magicks

Advanced Tier

Chameleon Robe: A lucky robe, dyed with pigments taken from the leaves of the ivy creeper. • Cost: 1800 Gil • Physical Defense Bonus: 1 • Magickal Defense Bonus: 3 • Maximum Allowed AGI Bonus: - • Armor Check Penalty: 0 • Magicks Failure Chance: 0 • Weight: 4 lbs. • Speed Penalty: 0 • Special Qualities: +3 Evasion VS. Magicks, Half Damage: Holy

Blaze Robe: A robe such as this will never burn, even if thrust into a forge fire. • Cost: 2600 Gil • Physical Defense Bonus: 1 • Magickal Defense Bonus: 3 • Maximum Allowed DEX Bonus: - • Armor Check Penalty: 0 • Magicks Failure Chance: 0 • Weight: 5 lbs. • Speed Penalty: 0 • Special Qualities: +3 Evasion VS. Magicks, Immune: Fire.

Thunder Robe: Strange hoops of Magick wire woven into this robe conducts and contains the power of the storm. • Cost: 2600 Gil • Physical Defense Bonus: 1 • Magickal Defense Bonus: 3 • Maximum Allowed AGI Bonus: - • Armor Check Penalty: 0 • Magicks Failure Chance: 0 • Weight: 5 lbs. • Speed Penalty: 0 • Special Qualities: +3 Evasion VS. Magicks, Immune: Lightning.

Flurry Robe: Even on the sunniest of summer days, a fresh layer of snow dusts this robe’s shoulders. • Cost: 2600 Gil • Physical Defense Bonus: 1 • Magickal Defense Bonus: 3 • Maximum Allowed DEX Bonus: - • Armor Check Penalty: 0 • Magicks Failure Chance: 0 • Weight: 5 lbs. • Speed Penalty: 0 • Special Qualities: +3 Evasion VS. Magicks, Immune: Ice.

119 Red Robe: A robe intended mainly for use by Red Mages, the sight of its vermillion whorls in the wind is breathtaking. • Cost: 3400 Gil • Physical Defense Bonus: 2 • Magickal Defense Bonus: 4 • Maximum Allowed DEX Bonus: - • Armor Check Penalty: 0 • Magicks Failure Chance: 0 • Weight: 6 lbs. • Speed Penalty: 0 • Special Qualities: +4 Evasion VS. Magicks

Shields

Bucklers, Light Shields, and Heavy Shields make up the Shield Category. Shields, being used for blocking, greatly increase your Evasion, instead of Defenses. Spell casting is difficult to do with Shields equipped, and they do come with a minor Skill penalty, but the bonuses they provide can save your life.

Basic Tier

Buckler: A simple shield of taut leather on a wooden frame. • Cost: 200 Gil • Physical Defense Bonus: - • Magickal Defense Bonus: - • Maximum Allowed DEX Bonus: - • Armor Check Penalty: -1 • Magicks Failure Chance: 5% • Weight: 5 lbs. • Speed Penalty: - • Special Qualities: +2 Evasion

Round Shield: A circular shield that's good at deflecting attacks. • Cost: 400 Gil • Physical Defense Bonus: - • Magickal Defense Bonus: - • Maximum Allowed DEX Bonus: - • Armor Check Penalty: -1 • Magicks Failure Chance: 5% • Weight: 5 lbs. • Speed Penalty: - • Special Qualities: +3 Evasion

Kite Shield: This large shield often comes emblazoned with a coat of arms. • Cost: 800 Gil • Physical Defense Bonus: - • Magickal Defense Bonus: - • Maximum Allowed DEX Bonus: - • Armor Check Penalty: -2 • Magicks Failure Chance: 15% • Weight: 10 Lbs • Speed Penalty: - • Special Qualities: Cover, +4 Evasion

Advanced Tier

Platinum Shield: The luster of this shield is a sight to behold. • Cost: 1800 Gil • Physical Defense Bonus: - • Magickal Defense Bonus: 1 • Maximum Allowed DEX Bonus: - • Armor Check Penalty: -1 • Magicks Failure Chance: 15%

120 • Weight: 10 Lbs • Speed Penalty: - • Special Qualities: +5 Evasion

Dragon Shield: The chest scales of a grand wyrm are used to make these shields. • Cost: 3800 Gil • Physical Defense Bonus: 1 • Magickal Defense Bonus: - • Maximum Allowed DEX Bonus: - • Armor Check Penalty: -2 • Magicks Failure Chance: 20% • Weight: 15 Lbs • Speed Penalty: - • Special Qualities: Cover, +5 Evasion, Half Damage: Earth

Restorative Items

• Potion: 50 Gil, Restore 10 HP • Hi-Potion: 200 Gil, Restore 30 HP • X-Potion: 500 Gil, Restore 50 HP • Ether: 800 Gil, Restore 15 MP • Hi-Ether: 2000 Gil, Restore 40 MP • Elixir: 10000 Gil, Completely restore HP and MP • Phoenix Down: 300 Gil, Restore a KO'd Character to 1/5 of their max HP. • Echo Herbs: 100 Gil, Remove Silence. • Maiden's Kiss: 500 Gil, Remove Toad. • Gold Needle: 500 Gil, Remove Stone. • Vaccine: 500 Gil, Remove Disease. • Antidote: 100 Gil, Remove Poison. • Eye drops: 100 Gil, Remove Blind. • Bandage: 200 Gil, Remove Immobilize and Disable. • Remedy: 1000 Gil, Cures various debuffs. • Handkerchief: 200 Gil, Remove Oil.

General Goods

Accessories

Festival Ribbon: This somewhat garish ribbon is a far cry from the real deal, but still makes you feel warm inside. • Effect: +1 on all saving throws. • Price: 200 Gil (only available on certain occasions)

Ribbon: A bright red ribbon. Sticks and stones may break your bones, but this will protect you from everything else. • Effect: Immune: All Debuffs.

Genji Gloves:

Mundane Goods

Adventurer's Pack: This backpack set comes with everything the budding traveler needs to journey across Ivalice. For a price cheaper than the sum of its parts • Price: 150 Gil • Weight: 23 LBS • Contains: One Backpack, Small Pouch, Bedroll, 10 Days Trail Rations, Waterskin, 2 Sunstones, Flint & Steel, and a Traveler’s Outfit.

Tent (Small): This small tent is easy to set up and can comfortably shelter 2 persons. • Price: 100 Gil • Weight: 20 Lbs.

Tent (Large): This large tent is a common buy amongst clans, as it can shelter up to 6 people. • Price: 250 Gil

121 • Weight: 30 Lbs.

Rope (Hemp): This rope is 50 feet long, and sees many uses amongst many people. You can never have enough rope! • Price: 10 Gil • Weight: 10 Lbs.

Lantern: This iron lantern is commonly seen lit in the homes across Ivalice, and burns longer than conventional torches. A lit lantern shines light in a 4 square radius, and 8 squares of dim light. It burns for 4 hours • Price: 70 Gil, 5 Gil for Oil. • Weight: 2 Lbs. Oil flasks weight 1/2 Lb.

Everyday Clothes

Artisan’s outfit Cleric’s vestments Cold-weather outfit Courtier’s outfit Entertainer’s outfit Explorer’s outfit Monk’s outfit Noble’s outfit Peasant’s outfit Royal outfit Scholar’s outfit Traveler’s outfit

122 Combat Ivalice is a dangerous place. Wolves, Flans, Behemoths, Goblins, Coeurls, Serpents, Werewolves, Espers, Scions, Demons, Imps, Dreamhares, Entites and the common Bandit constantly roam the roads and reaches of this land. And combat is an inevitable affair in Ivalice Alliance Tabletop. So draw swords warrior, and prepare for battle!

Beginning an Encounter

In Ivalice Alliance Tabletop, notable events are resolved and played through in what is known as an Encounter

In order to begin what is known as an "Encounter," several things must be present and established. Firstly, there must two or more opposing sides. This can range from the monsters versus the heroes, two sides of a political debate, the two headhunters chasing a mark, or the river that the main cast needs to swim across. Next, Initiative must be established. Initiative is decided by rolling a D20 and adding your Agility modifier. There are some Augments and abilities that also modify your Initiative. Inanimate objects, or persons not directly involved in the Encounter, or un/natural phenomena (such as an avalanche, a heavy concentration of Mist, cave-in, or river current) always have an Initiative count of 0. Persons with the highest Initiative Roll go first, descending down in order until the person with the lowest Initiative Roll goes, then the round ends and the process starts again with the person who rolled highest.

The Round

In an encounter, a Round is the process of time it takes for everyone to act in initiative at least once. In combat, rounds usually last 6 seconds. In all other cases, a round can last as long as necessary as long as the two or more sides keep actively opposing each other. When a PC's Initiative comes up in a round, it is that PC's "Turn." Once the PC finishes his or her turn, the next participant's turn comes up. Once every participant has had at least one turn. The Round is up, and a new one begins, using the same initiatives as rolled at the beginning of the encounter. This keeps going until only one opposing side remains in the encounter, or the other side concedes or is overcome.

Combat

However, in the PC's cases, most Rounds will be in combat. In combat, you are limited to only your imagination in what you can or can't do, and the actions you have remaining for your turn. During your turn in a combat encounter, you receive an Action, a Move, and Passive and Reactions based on your abilities. A list of what you can do with these actions is below.

ACTIONS • Administer a Restorative Item: Use a Restorative Item on an adjacent creature that is willing to accept it, or is unconscious or helpless. • Aid another: Improve an adjacent ally’s attack roll, defense, skill check, or ability check. • Melee attack: Make a basic melee attack. • Ranged attack: Make a basic ranged attack. • Cast most Magicks: Most Magicks spells require an action, as a rule of thumb. • Combat Maneuver: Perform a Combat Maneuver, such as a Bull Rush or Grapple. • Charge: Move and then make a melee basic attack or a bull rush, but receive a penalty to evasion until the start of your next turn. • Ready an action: Ready an action to perform when a specified trigger occurs • Defensive stance: Gain a +2 bonus to your evasion and resilience until the start of your next turn

123 • Use a Magick Item: Activate an item's special power or ability • Draw a Hidden Weapon: Draw a weapon that you have hidden using Thievery. • Stabilize: Prevent the HP loss of a dying ally. • Perform A Quickening: Spend all or some MP to perform a Quickening, and thus potentially start a Quickening Chain. (See Optional Rules) • Use a restorative Item: Consume a potion or other restorative.

MOVES • Move: Move using one of your listed speeds. • Crawl: While prone, move up to half your speed. • Escape: Escape a grapple and shift • Run: Move up to your speed + 2; grant combat advantage until the beginning of your next turn. • Stand up: Stand up from prone. • Squeeze: Reduce your space by 1, move up to half your speed, and grant combat advantage. • Equip or stow a shield: Use a shield or put it away • Load a Firearm: Load a Firearm so that it can be fired. • Retrieve an Item: Retrieve a mundane item in your backpack. • Open or close a door: Open or close a door or container that isn’t locked or stuck.

PASSIVE ACTIONS • Draw or sheathe a weapon: You can draw or sheathe a weapon. • Drop prone: Drop down so that you are lying on the ground. • Load a Bow: Load a Bow so that you can fire it. • Pick up an item: Pick up an object in your space or in an unoccupied square within reach. • Retrieve or stow a restorative Item: Retrieve or stow a restorative item on your person. • Drop held items: Drop any items you currently hold • End a grapple: Let go of an enemy • Spend an action point: Spend an action point to take an extra Standard action (once per encounter, not in a surprise round) • Talk: Speak a few sentences •

REACTIONS • Readied action: Take your readied action when its trigger occurs • Contribute to a Quickening Chain: Spend all or some MP to perform a Quickening with your allies in a Quickening Chain in progress. (See Optional Rules)

NO ACTION • Delay: Put off your turn until later in the initiative order

FULL-ROUND ACTION • Coup de grace (COO-DI-GRAH): Make an instant critical hit against a helpless enemy. • Escape Bindings: Use Acrobatics to attempt to escape from a net, bindings, etc. • Extinguish Flames: Stomp out or put out flames in your square or on your person. • Light a Torch: Light a torch using flint and steel. • Move 1 square in Difficult Terrain: Move 1 square through terrain that otherwise brings your speed to 0 and isn't a natural hazard (such as Quicksand). • Sprint*: Move up to 4 times your speed in a straight line, grant combat advantage until the beginning of your next turn. • Withdraw: Move up to double your speed, do not provoke opportunity attacks from the square you start in.

Optional Rules

Quickenings

The Mist is a powerful force, ever present throughout all of Ivalice, though usually in small, nearly unnoticeable quantities. There are some, who don't even practice Magicks, who use the Mist to perform potentially devastating attacks. The land dissolves, the hero stands in front of his opponent in a vast field of cosmic swirling energy, a glow of pure energy surrounds our hero, and his opponent

124 manages a brief look of dawning realization before the air around him is torn asunder by pure magickal energy. In the ensuing chaos, the hero's allies take the opportunity to join in with their own power, should enough of these attacks occur, the gathered Mist erupts in a cacophony of power, sometimes enough to scatter a small army.

These attacks are called Quickenings. And their potential results are called Concurrences.

Quickenings are an optional rule because they are designed to give a small party (3 or 4 players) extra firepower to contend against IAT's powerful and dangerous monsters. They are good for small parties because they can turn the tide of battle and grant victory where it would otherwise be fruitless. They are resolved quickly, and deal a respectable amount of damage to an enemy that was otherwise taking hardly any from the party's efforts.

Likewise, Quickenings are not recommended for large parties (6 or more players) because this extra firepower can easily turn into too much firepower. If a large party gets lucky with their Quickening Chain, there is a scarily large chance that the damage counts simply. Will. Not. End. Thus, a large party with a large Quickening Chain can easily kill the big difficult boss their GM prepared just for them in one round. While this chance also exists with smaller parties, it is also a reasonably small chance, and the aforementioned situation is likely not to happen.

Yes, but what exactly is a Quickening?

A Quickening is to Magicks what a Rocket Launcher is to a gunfight. They can be either devastating or detrimental, and if you use enough of them, eventually it won't matter. A character does not begin play knowing a Quickening, but can learn 3 of them over the course of his or her adventures. A character learns and gains access to a Quickening at 6th, 11th, and 16th level (When they advance to their next tiers). Quickenings are 100% pure concentrated Mist, and by extension, Magicks. Thusly, while a Quickening can essentially look however you want it to look like, they typically do not involve your character using an equipped weapon or object to attack an enemy, but rather, assaulting your foe with pure magickal energy, or, if you really wish to, conjuring a temporary weapon or object, and using that to attack your enemy. A typical Quickening can take the form of a large multicolored explosion, a beam of pure energy, conjuring a giant phantasmal sword to impale your enemy, or enveloping your foe with a rampage of electricity, or fire, or wind, or all three combined, or anything else you can imagine!

Mechanically, a Quickening functions simply as instant, non-elemental damage (meaning that damage resistance or reduction based on elements or melee damage is ignored, but general DR (DR/-) is not ignored, enemies under the influence of a paling or otherwise are impervious to damage receive no damage as usual) to a single opponent within 10 squares of the Quickening initiator, allies who wish to join in and contribute to a Quickening Chain need not be within this range, but must have line of sight to the target. Quickenings deal damage based on their tier: An Advanced Tier Quickening (the first one learned) deals 1D10+5 damage, Heroic Tier Quickenings (the second one learned) deal 1D20+10, and Legendary Tier Quickenings (the last one learned) deal 2D20+15 damage.

Quickenings have an MP cost depending on the character's tier and the tier of the quickening being used. Consult the table below to determine the MP cost of a Quickening. Of course, a Quickening cannot be used if you do not have the required MP to cast it.

Advanced Tier Quickening Heroic Tier Quickening Legendary Tier Quickening Advanced Tier Character 100% MP Cost - - Heroic Tier Character 50% MP Cost 100% MP Cost - Legendary Tier Character 33% MP Cost 66% MP Cost 100% MP Cost

125 Magick The Magick Attack

Casting a spell on your foe is vastly different than swinging at him with a blade. Magicked fire has a tendency to ignore even the hardest plate mail, after all. In order to figure out if your spell affects a foe, you make a Magick Attack. Figuring your Magick Attack Bonus is a simple matter. The equation is so: Accuracy + The Appropriate Modifier (usually MGC) + Any bonuses gained from equipment or accessories.

When you figure out this bonus, you then make a Magick Attack as you cast a spell. There is no DC to beat when you make this attack, unless the spell specifically targets Evasion. In which case it essentially functions as a normal attack. Note that you cannot score critical hits through spellcasting, though there are augments that modify or alter spells cast with a roll of a natural 20.

Otherwise, when you roll that D20, you're setting the DC.

After the DC is set by your roll, the opponent who is targeted by your spell makes the appropriate Resilience save. If he makes the save or otherwise dodges the spell, one of two things happens, the spell misses, or he takes half damage, depending on the spell description. If he fails, then he suffers the full extent of the spells effect, which can be damage, a status effect, or both.

For example, Alae, a 1st level Viera Red Mage, wants to cast Thunder on a Baknamy. Alae's Base Accuracy is +2, her Magick Modifier is +3, and she's wielding a Rod, which adds +1 to her Magick Attack, bringing her total bonus up to +6. Alae rolls and gets a 12. 12 + 6 is 18, so the Baknamy must have an Evasion greater than 18 to avoid the brunt of the electrical onslaught.

Casting spells that target allies or that have harmless effects generally always hit and no roll is require to make them unless the spellcaster is wearing armor that prohibits spellcasting via Magicks Failure Chance.

Spells are formatted like so:

Name Spell Description Ability VS Save Mp Cost Damage/Effect Targets and Range

126 Black Magicks

Basic Tier

Fire You unleash a blast of flame on your opponent. MGK VS Evasion 4 MP 2D6+MGK Fire Damage 1 Target, 10 Squares Thunder You call down a bolt of thunder upon your enemy. MGK VS Evasion 4 MP 2D6+MGK Electric Damage 1 Target, 10 Squares Blizzard You toss a spike of ice at your foe. MGK VS Evasion 4 MP 2D6+MGK Ice Damage 1 Target, 10 Squares Water You crush your foe with a column of pressurized water. MGK VS Evasion 6 MP 3D4+MGK Water Damage 1 Target, 8 Squares Quake You summon spikes of rock to jostle your enemies MGK VS Evasion 8 MP 1D10+MGK Earth Damage Burst 1, 5 Squares Aero You conjure a burst of wind to rattle your opponents MGK VS Evasion 8 MP 1D10+MGK Wind Damage Burst 1, 5 Squares

Advanced Tier

Fira A blast of searing flame scorches your enemies. MGK VS Evasion 10 MP 3D10+MGK Fire Damage Burst 1, 10 Squares Thundara Bolts of electricity dance painfully between your foes. MGK VS Evasion 10 MP 3D8+MGK Electric Damage 4 Targets within 6 Squares Blizzara Spears of ice and snow pierce and impede your opponents. MGK VS Evasion 10 MP 3D6+MGK Ice Damage, Area becomes difficult All Targets in a burst 1, 10 Squares terrain until the start of your next turn. Watera A surge of bone-breaking water forces your foes apart. MGK VS Evasion 12 MP 5D4+MGK Water Damage, Targets hit are pushed to the Radius 1, 8 Squares nearest available unaffected square. Quakera The earth trembles and shatters, knocking your enemies off of their feet. MGK VS Evasion 14 MP 3D8+MGK Earth Damage. Targets hit are knocked prone. Burst 1, 5 Squares Aerora A violent blast of wind rattles your enemies. MGK VS Evasion 14 MP 3D8+MGK Wind Damage Burst 2, 6 Squares Bio You engulf your enemy with putrid sludge and toxins. MGK VS 12 MP 3D4+MGK Poison Damage and target is Poisoned. Miss: Half 1 Target, 10 Squares Resilience damage, target is not Poisoned.

Heroic Tier

Firaga You create a massive explosion to rip apart and sear your enemies. MGK VS Evasion 22 MP 5D10+MGK Fire Damage Burst 2, 10 Squares Thundaga A storm of electricity fries your foes all around you. MGK VS Evasion 22 MP 5D8+MGK Electric Damage 6 Targets within 6 Squares Blizzaga Giant spires of ice freeze and rend your enemies. MGK VS Evasion 22 MP 5D6+MGK Ice Damage, Area becomes difficult All Targets in a burst 2, 10 Squares terrain until the start of your next turn. Waterga You conjure a wave of crashing water to sweep away your enemies. MGK VS Evasion 24 MP 5D4+MGK Water Damage, Targets hit are pushed to the Radius 2, 8 Squares nearest available unaffected square. Quakega The earth erupts and fissures under your foes, heavily damaging and knocking them prone. MGK VS Evasion 26 MP 5D8+MGK Earth Damage. Targets hit are knocked prone. Burst 2, 6 Squares Aeroga You summon a massive whirlwind to rip apart your opponents. MGK VS Evasion 26 MP 5D8+MGK Wind Damage Burst 3, 6 Squares Flare A blast of searing energy annihilates your foe. MGK VS Evasion 36 MP 8D12+MGK Non-Elemental Damage Miss: Half damage. 1 Target, 10 Squares Scourge Vile toxins and acids sear and melt your enemies MGK VS 24 MP 5D4+MGK Poison Damage and target is Poisoned. Miss: Half Burst 1, 10 Squares Resilience damage, target is not Poisoned.

127 Legendary Tier

Firaja A titanic explosion leaves nothing left of your enemies. MGK VS Evasion 36 MP 7D10+MGK Fire Damage Burst 3, 10 Squares Thundaja A vicious surge of thunder and lighting disintegrate the opposition. MGK VS Evasion 36 MP 7D8+MGK Electric Damage 8 Targets within 8 Squares Blizzaja Freezing blasts of cold and giant spires of ice shatter your foes. MGK VS Evasion 36 MP 7D6+MGK Ice Damage, Area becomes difficult All Targets in a burst 3, 10 Squares terrain until the start of your next turn. Waterja A massive tidal wave sweeps away and drowns your enemies MGK VS Evasion 40 MP 7D4+MGK Water Damage, Targets hit are pushed to the Radius 4, 10 Squares nearest available unaffected square. Quakeja Pillars of earth and stone erupt from under your foes and crush them. MGK VS Evasion 40 MP 7D8+MGK Earth Damage. Targets hit are knocked prone. Burst 3, 8 Squares Aeroja A violent tornado shreds your enemies apart. MGK VS Evasion 40 MP 7D8+MGK Wind Damage Burst 4, 8 Squares Meteor You call down a massive, flaming stone from the heavens to destroy all in your sight. MGK VS Evasion 74 MP 8D12+MGK Non-Elemental Damage. Miss: Half damage. Burst 5, 10 Squares Scathe Arcane runes and circles form in front of you before sending forth a beam of searing white energy. MGK VS Evasion 48 MP 10D8+MGK Non-Elemental Damage. Miss: Half damage Line 10 Ultima The ultimate spell. Nothing remains from this blast of earth-rending power. MGK VS 100 MP 10D12+MGK Non-Elemental Damage. Miss: Half damage. This Line 10 Resilience Damage ignores all Defenses.

Arcane Magicks

Basic Tier

Dark A blast of unholy energy wracks your foe. MGK VS Resilience 8 MP 2D8+MGK Dark Damage 1 Target, 10 Squares Gravity A sphere of crushing force weakens your enemy. MGK VS Resilience 10 MP 25% Current HP in Damage 1 Target, 10 Squares Berserk You unlock a more primal part of your opponent’s mind, sending it into a frenzied rage. MGK VS Resilience 8 MP Target is Berserk for 1D4+1 Rounds 1 Target, 10 Squares Confuse You mystify your foe’s mind, causing him to stumble around like an incomprehensible idiot. MGK VS Resilience 8 MP Target is Confused for 1D4+1 Rounds 1 Target, 10 Squares Bane You call a dire portent upon your foe, making it an easier target MGK VS Resilience 8 MP Target takes a -2 penalty to Evasion, Physical and 1 Target, 10 Squares Magickal defense for 1d4+1 Rounds Rasp You slash at your foe’s connection to the Mist. MGK VS Resilience 8 MP 2D8+MGK MP Damage 1 Target, 10 Squares

Advanced Tier

Darkra You conjure a burst of unholy energy on your enemies. MGK VS Resilience 16 MP 4D8+MGK Dark Damage Burst 1, 10 Squares Gravira A large orb of crushing energy weakens your opponents. MGK VS Resilience 20 MP 25% Current HP in Damage Burst 1, 10 Squares Decoy You designate a more formidable ally as a target. Forcing your foes to go after him. MGK VS Resilience 18 MP Target Ally forces all that can see him or her to make a 1 Ally, 10 Squares (Harmless) Resilience save or focus their attacks on just the target Ally for 1D4+1 rounds. Drain You siphon your enemy’s life force and use it to heal yourself. MGK VS Resilience 12 MP 2D6+MGK Damage, You are healed by as much damage as you deal. 1 Target, 10 Squares Vanish You or one of your allies fades from view entirely. MGK VS Resilience 16 MP Target gains the Vanish condition until it attacks or until the end 1 Target, 10 Squares (Harmless) of the encounter. Syphon You rob your enemy’s Mist to use for yourself. MGK VS Resilience 2 MP 2D8+MGK MP Damage, You recover MP equal to the damage dealt. 1 Target, 10 Squares Morph You or an ally’s body shifts and changes, taking on an entirely new body. MGK VS Resilience 22 MP Target gains the Morph condition until the end of the Encounter, 1 Target, 10 Squares

128 (harmless) the target can end this effect as a Passive Action. Heroic Tier

Darkga A shadowy explosion of dark energy drains and rends your enemies. MGK VS Resilience 28 MP 6D8+MGK Dark Damage Burst 2, 10 Squares Graviga A cosmic sphere of gravity severely injures your foe. MGK VS Resilience 30 MP 50% Current HP in Damage 1 Target, 10 Squares Corruption You infuse your opponent with dark and twisted energy, turning its life into unlife. MGK VS Resilience 28 MP Target gains the Zombie condition. 1 Target, 10 Squares Death You conjure the Reaper to rend your enemy’s life force, placing it closer to death. MGK-4 VS 30 MP Target’s HP drops to 0 and is immediately KO’d 1 Target, 10 Squares Resilience Bubble You or your ally is infused with Mist and begins to brim with life and energy. MGK VS Resilience 32 MP Target gains the Bubble condition until the end of the encounter. 1 Target, 10 Squares (Harmless) This spell also cures and counters the Disease status. Charm You rewrite your foe’s opinion of you and its allies. What was once your enemy is now your ally. MGK VS Resilience 28 MP Target gains the Charm status until the end of the encounter. 1 Target, 10 Squares Vanishga You and your allies disappear from sight. MGK VS Resilience 32 MP Targets gain the Vanish condition until it attacks or until the end of Burst 1, 10 Squares (harmless) the encounter.

Legendary Tier

Darkja A tremendous blast of soul sucking energy decimates the opposition. MGK VS Resilience 42 MP 8D8+MGK Dark Damage Burst 3, 10 Squares Gravija The weight of the cosmos comes down and smashes your enemies. MGK VS Resilience 50 MP 50% Current HP in Damage Burst 1, 10 Squares Reverse You infuse your target with odd backwards energy, making it absorb pain and abhor healing. MGK VS Resilience 58 MP Target gains the Reverse condition for 1D4+1 rounds 1 Target, 10 Squares Shadowflare A concentrated burst of dark flames disintegrates your enemy. MGK VS Resilience 48 MP 10D8+MGK Dark Damage 1 Target, 10 Squares Morphga You or your ally transforms into literally anything it can imagine MGK VS Resilience 50 MP Target gains the Morphga condition until the end of the Encounter, 1 Target, 10 Squares (Harmless) the target can end this effect as a Passive Action. Dominate You take complete and utter control of your enemy, directing its actions on your whim. MGK VS Resilience 48 MP Target gains the Dominate status for 1D4+1 rounds. 1 Target, 10 Squares

Green Magicks

Basic Tier

Protect You create a protective field around you or your ally, shielding it from physical blows. SPT VS Resilience 4 MP Target’s physical defense is increased by 3 + your SPT modifier 1 Target, 10 Squares (harmless) for 1D4+1 Rounds Blind You veil your enemy’s eyes, hindering its vision. MGK VS Resilience 4 MP Target is Blinded until the end of the encounter. 1 Target, 10 Squares Poison You imbue your foe with a vile toxin. MGK VS Resilience 6 MP Target is Poisoned until the end of the encounter. 1 Target, 10 Squares Shell You erect a protective barrier around you or an ally, shielding it from magickal assaults. SPT VS Resilience 4 MP Target’s magickal defense is increased by 3 + your SPT modifier 1 Target, 10 Squares (harmless) for 1D4+1 Rounds Sleep You create a lulling mist around your foe, causing it to drift off into sleep. MGK VS Resilience 6 MP Target falls asleep for 1D4+1 Rounds 1 Target, 10 Squares Oil You coat your foe in slick, flammable oil. MGK VS Evasion 6 MP Target gains the Oil condition until the end of the encounter. 1 Target, 10 Squares

129 Advanced Tier

Tranq You focus your or an ally’s mind, helping it land blows much more easily. SPT VS Resilience 12 MP Target gains a +4 enchantment bonus to Accuracy 1 Target, 10 Squares (harmless) for 1D4+1 rounds. Leap You or an ally feels much lighter on their feet. SPT VS Resilience 12 MP Target’s base movement speed increases by 2 and 1 Target, 10 Squares (harmless) target gains a +10 bonus on Acrobatics and Athletics checks made to jump for 1D4+1 rounds. Bravery You or an ally brims with power, making its blows more punishing. SPT VS Resilience 16 MP Target gains a +4 enchantment bonus to physical 1 Target, 10 Squares (harmless) attack damage for 1D4+1 rounds. Faith You or an ally glows with Mist, making their magick that much stronger. SPT VS Resilience 16 MP Target gains a +4 enchantment bonus to magickal 1 Target, 10 Squares (harmless) attack damage for 1D4+1 rounds. Silence You seal your target’s voice, making it unable to speak, much less cast spells. MGK VS Resilience 12 MP Target is silenced for 1D4+1 rounds 1 Target, 10 Squares Null You erect a protective elemental shield around you and your allies, protecting them from the onslaught of one elemental attack. SPT VS Resilience 16 MP Choose one element (Fire, Lightning, Ice, Water, Wind, Earth, Light, Burst 1, 5 Squares (harmless) or Dark), targets gain immunity to that element until the end of the encounter or until hit by an attack that uses it. After the attack is resolved, the immunity ends.

Heroic Tier

Fly You or an ally floats gently off of the ground and takes to the air. SPT VS Resilience 22 MP Target gains a Fly speed of 12. 1 Target, 10 Squares (harmless) Toxify You imbue your foe with a vicious and deadly poison. MGK VS Resilience 24 MP Target gains the Venom status until the end of the 1 Target, 10 Squares Encounter. Protectga You cover yourself and your allies with a powerful protective aura. SPT VS Resilience 26 MP Targets’ physical defense is increased by 5 + your Burst 1, 10 Squares (harmless) SPT modifier for 1D4+1 Rounds Shellga You surround your allies with a strong shield of Mist. SPT VS Resilience 26 MP Targets’ magickal defense is increased by 5 + your Burst 1, 10 Squares (harmless) SPT modifier for 1D4+1 Rounds Sleepga You lull your enemy’s to sleep with a pleasant aroma. MGK VS Resilience 24 MP Targets fall asleep for 1D4+1 rounds Burst 1, 10 Squares Blindga A burst of dark energies blind and stagger your foes. MGK VS Resilience 24 MP Targets are Blinded until the end of the encounter. Burst 1, 10 Squares Reflect You surround yourself or an ally with a shining field of energy, causing spells to bounce off of it. SPT VS Resilience 30 MP Target gains Reflect for 1D4+1 Rounds Burst 1, 10 Squares (harmless)

Legendary Tier

Tranqra You and your allies focus intently on the battle at hand, landing attacks unerringly. SPT VS Resilience 34 MP Targets gain a +8 enchantment bonus to Accuracy Burst 1, 10 Squares (harmless) for 1D4+1 rounds. Silencega A zone of pure silence robs your enemies of their ability to speak and cast spells. MGK VS Resilience 38 MP Targets are Silenced until the end of the Encounter. Burst 1, 10 Squares Deathward You shield your allies’ souls from death and darkness. SPT VS Resilience 36 MP Targets’ gain immunity to instant death effects and Burst 1, 10 Squares (harmless) automatically stabilize when reduced to 0 HP until the end of the encounter. Bravera Your allies brim with power and strength, making their blows severely punishing. SPT VS Resilience 36 MP Targets gain a +8 enchantment bonus to physical Burst 1, 10 Squares (harmless) attack damage for 1D4+1 rounds. Faithra Your allies glow with Mist and energy, greatly amplifying the power of their spells. SPT VS Resilience 36 MP Targets gain a +8 enchantment bonus to magickal Burst 1, 10 Squares (harmless) attack damage for 1D4+1 rounds.

130

White Magicks

Basic Tier

Cure A mote of soft light embraces and heals your ally. SPT VS Resilience 4 MP Heals 2D8+SPT damage. Deals Holy damage against undead. 1 Target, 10 Squares (harmless) Poisona You cleanse an ally of poisons and venoms. SPT VS Resilience 4 MP Target is cured of Poison or Venom. 1 Target, 10 Squares (harmless) Blindna You bring clarity to your ally’s vision. SPT VS Resilience 4 MP Target is cured of Blindness. 1 Target, 10 Squares (harmless) Vox You cure an ally of muteness and silence. SPT VS Resilience 4 MP Target is cured of Silence. 1 Target, 10 Squares (harmless) Dia A sanctified light shines forth, searing the undead. SPT VS Resilience 6 MP 2D4 Holy damage to Undead. Burst 10 centered on you.

Advanced Tier

Cura Motes of holy light embrace and heal your allies. SPT VS Resilience 12 MP Heals 4D8+SPT damage. Deals Holy damage against undead. Burst 1, 10 Squares (harmless) Mini You shrink your foe or ally to a miniscule size. SPT VS Resilience 14 MP Target is afflicted with Mini until it takes an Extended Rest. 1 Target, 10 Squares Stona You restore your petrified ally to flesh and blood. SPT VS Resilience 14 MP Target is cured of Petrification. 1 Target, 10 Squares (harmless) Cleanse You wash your ally clean with holy water. SPT VS Resilience 14 MP Target is cured of Disease and Oil. 1 Target, 10 Squares (harmless) Blink You or an ally starts to waver and displace, making it a harder target. SPT VS Resilience 6 MP Target gains a +4 enchantment bonus to Evasion 1 Target, 10 Squares (harmless) for 1D4+1 rounds.

Heroic Tier

Curaga A bright burst of holy light shines forth and heals your allies. SPT VS Resilience 24 MP Heals 6D8+SPT damage. Deals Holy damage against undead. Burst 2, 10 Squares (harmless) Raise You rescue your ally from the brink of death. SPT VS Resilience 20 MP Target is cured of KO and is brought to HP Critical. Undead are 1 Target, 10 Squares brought to 1 HP. If cast on an Undead with 0 HP, it is destroyed. Esuna You cure your ally of most everything that afflicts it. SPT VS Resilience 24 MP Target is cured of all status ailments except Slow, Stop, Doom, 1 Target, 10 Squares (harmless) Disease, Oil, KO, and Death. Regen You imbue your ally with life-giving energies. SPT VS Resilience 26 MP Target gains Regen until the end of the Encounter. 1 Target, 10 Squares (harmless) Dispel You rob your enemy of any positive effects it is enjoying. SPT VS Resilience 26 MP Removes any positive status effects on the target. 1 Target, 10 Squares Holy An angelic choir heralds the sudden descent of a blast of pure holy energy. SPT VS Evasion 30 MP 5D10+SPT mod Holy Damage Burst 1, 10 Squares

131 Legendary Tier

Curaja A shining blast of divine energy reinvigorates your allies. SPT VS Resilience 48 MP Heals 6D8+SPT damage. Deals Holy damage against undead. Burst 3, 10 Squares (harmless) Renew You restore even the most grievous of wounds on your ally. SPT VS Resilience 50 MP Target is fully healed of its HP. If cast on an Undead, it is 1 Target, 10 Squares (harmless) brought to 0 HP. Arise You completely restore to life your ally, even rescuing it from the clutches of Death itself. SPT VS Resilience 100 MP Target is cured of KO or Death and is brought back with full 1 Target, 10 Squares (harmless) HP. If cast on a dead target, the caster must make a Magicks check (DC 50) or the spell is spent with no result and the target cannot be raised again with this spell. If cast on an Undead, it is destroyed. Reraise You grace your ally with soul-saving energies, bring it life should it fall in combat. SPT VS Resilience 62 MP Target gains Auto-Life until the end of the Encounter. 1 Target, 10 Squares (harmless) Dispelga You rob your enemies of any positive effects they are enjoying. SPT+4 VS 46 MP Removes any positive status effects on the target. Burst 1, 10 Squares Resilience Esunaga You remove any and all ills that ail you and your allies. SPT VS Resilience 56 MP Target is cured of all status ailments except KO Burst 1, 10 Squares (harmless) and Death. Diaga A divine blast of light disintegrates every undead in sight. SPT VS Resilience 60 MP 6D8 Holy Damage to Undead Burst 10 centered on you

132 Glossary Below is a list of terms, afflictions, and statuses commonly seen in the Ivalice world.

Berserk

A character that is Berserk is experiencing an unnaturally blind rage, usually brought on by magickal influences. A character that is berserk can still designate friend from foe, but cannot use Magicks or Techniques until the rage subsides. A character that is Berserk immediately attacks the nearest known hostile enemy, if more than one enemy is within equal distance of the character, it is the character’s choice of who to attack. Berserk characters get a +4 Morale bonus to STR, but a -2 penalty to Evasion.

Blind

A common status ailment in the Final Fantasy Mythos, blinded characters can no longer effectively see their opponents and are prone to missing with all of their attacks. Blinded characters take a –2 penalty to Evasion, lose their Dexterity bonus to Evasion (if any), and take a –4 penalty on most Strength- and Dexterity-based skill checks and on opposed Perception skill checks. All checks and activities that rely on vision (such as reading and Perception checks based on sight) automatically fail. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Blind creatures must make a DC 10 Acrobatics skill check to move faster than half speed. Creatures that fail this check fall prone. Characters who remain blinded for a long time (or who are Bangaa) grow accustomed to these drawbacks and can overcome some or even most of them. Unless stated otherwise, Blind lasts until the end of the encounter or can be removed through the use of Eye-Drops, ''Blindna'', or ''Esuna''.

Confused

Characters who are confused can no longer designate friend from foe. Usually a mental condition, Confused characters are dangerous in a battle, as they might wind up attacking their teammates! Players who are confused no longer have full control of their characters and randomly attack anyone on the battlefield, including him/herself! In order to play this, count the number of people involved in combat and the character may reach in a single move action and roll dice accordingly, if there are a number of combatants un-equal to a proper dice, ignore the combatants farthest from the Confused character until a dice may be represented, if more than 1 characters are an equal distance away, the DM chooses one. Example: There are 7 active participants in a current battle. 1 of these participants becomes confused. In order to determine who the confused character attacks, the GM starts assigning numbers to characters, the Confused character is 1, since there are 6 remaining

133 characters in battle, the person farthest from the confused character is left out, so a D6 (six-sided dice) may be rolled to determine who the confused character attacks. Once a character has been chosen, the confused character's turn is spent moving to that character and making a single basic attack against that character.

Mini

Mini shrinks the target down to a mere fraction of their original size. Targets are shrunk down by three size categories, to the lowest size category of Fine. For Medium, Large, or Small characters, this means that they take up less than 1 square of space when they are under the Mini condition. This means that more than one such creature can fit into a single square. A Tiny creature typically occupies a space only 2-1/2 feet across, so four can fit into a single square. 25 Diminutive creatures or 100 Fine creatures can fit into a single square. Mini'd characters take up less than 1 square of space and have a natural reach of 0 feet, meaning they can’t reach into adjacent squares. They must enter an opponent’s square to attack in melee. You can attack Mini'd characters in your own square if you need to, so you can attack such creatures normally. Mini’d characters can not flank an enemy.

On occasion, it may be necessary to be under this condition for various reasons, such as to enter a small hole or sneak past a group of powerful enemies. Sometimes characters must be in the Mini status to explore a dungeon. In which case the dungeon should be scaled appropriately and the characters should be treated as their regular size for the purpose of combat within the dungeon.

However, if a character is Mini'd outside of these circumstances, then the following rules apply: All physical damage dealt by a Mini'd character deals 1 damage, regardless of what that character is wielding. The Mini status does not affect spell casting damage. Mini'd character's gain a +8 size bonus to Attack rolls and Evasion, a –8 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, have all of their speeds reduced to 2 Squares, and recieve a +16 size bonus on Stealth checks. Damage dealt to a Mini'd character is doubled.

Again, the bonuses and penalties listed above only apply under circumstances where the Mini'd character is fighting regular sized opponents on a regular battlefield. Dungeons and areas where the Mini status is necessary for them to be entered and explored treat the characters as regular sized for all intents and purposes of the dungeon.

Oil

A character is covered in highly flammable Oil. Any attacks that deal Fire damage to this character deal double damage. Oil lasts indefinitely on a character and can be removed with ''Cleanse'', a Handkerchief, or a bath and clothes-washing.

Resting

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There are, in general, 2 types of resting, Short Rests and Extended Rests.

Short Rests are usually at least 5 minutes long, but no longer than an hour, and are usually taken just after an encounter. Most adventuring parties take a short rest after a battle if they know another encounter is imminent. Short Rests restore HP equal to a character's level. For all intents and purposes, a party can take only one short rest between encounters. If the party wishes to spend more time resting in order to restore HP, then they should take an Extended Rest.

Extended Rests last at least 8 hours, and represent a night of sleep, relaxing, and restoration. Parties take extended rests at camp or in town, when no danger is present or will present itself soon. Extended Rests completely restore party HP and revive Unconscious party members, given that the party has food and water to nourish themselves with. Once a party has taken an Extended Rest, there should be no need to take another until after the next combat encounter. Technically, Extended Rests can last as long as the party wants, so long as they have the resources to survive. Party members can do non-strenuous activities while taking an extended rest, such as purchasing items, wandering around (assuming they don't run into trouble), accepting and finishing quests, working, and so on. Once the party sets out and continues questing or gets into combat, the Extended Rest ends.

Poison

Poison is a classic and well-known affliction in the Final Fantasy universe, and it is no different in IAT. When a character is Poisoned, he or she slowly takes damage throughout the battle as the poison runs it's course. At the beginning of a Poisoned character's turn, that character takes 1/10th of their maximum HP in damage (minimum 1). (PROTIP: This number can be easily figured by looking at the afflicted characters Max HP and taking damage equal to the number in the ten’s digit, e.i. a character with, say, 32 HP takes 3 damage per round, one with 54 HP takes 5 damage, one with 89 HP takes 8 damage, and so forth) Poison can be removed through an Antidote, Remedy, Poisona, and Esuna. Unless stated otherwise, Poison lasts until the end of the encounter.

Sleep

Aside from the basic sleep that characters use to rest. Sleep as a status effect occurs in battle usually through Magickal means. Sleeping characters fall Prone, enter a deep slumber, are considered Unconscious and, of course, grant Combat Advantage. A Sleeping character wakes up when taking damage of any sort, or another character spends a Standard Action to wake the character up (usually through shaking and yelling loudly at them), or the spell ''Esuna'' is used on them. If a Sleeping character is left to slumber, unless stated otherwise, they'll wake up in an hour or two.

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The character loses the ability to speak, usually through magickal means. Silenced characters cannot cast Magicks or perform any actions that require the use of their voice. Unless stated otherwise, Silence lasts until the end of the encounter. Silence can be removed through the use of Echo Herbs, ''Vox'', or ''Esuna''.

Venom

The stronger cousin of Poison, Venom acts exactly as Poison does except that it deals 1/5th of the afflicted character's max HP in damage instead of 1/10th (Minimum 2). (PROTIP: As Poison, instead now work by multiples of 5, with 2 damage as the lowest number. Anyone with 10 or less max HP takes 2 damage, 11 to 15 takes 3, 16 to 20 takes 4, 21 to 25 takes 5, and so on. Or divide the max HP by 5 and they take that much damage.)

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